UNIVERSITY  OF  CALIFORNIA 
AT   LOS  ANGELES 


A  PRACTICAL  HANDBOOK  OF  GAMES 


504 


THE    MACMILLAN   COMPANY 

NEW  YORK  •    BOSTON  •   CHICAGO  •   DALLAS 
ATLANTA   •   SAN  FRANCISCO 

MACMILLAN  &  CO.,  LIMITED 

LONDON   •    BOMBAY  •   CALCUTTA 
MELBOURNE 

THE  MACMILLAN  CO.  OP  CANADA.  Ln>, 

TORONTO 


A 

PRACTICAL    HAND- 
BOOK   OF    GAMES 


BY 

EMILY  W.  ELMORE 

Department  of  Physical  Education 
The  University  of  Wisconsin 


WITH  AN  INTRODUCTION 
BY 

M.  V.  O'SHEA 


NEW  YORK 

THE  MACMILLAN  COMPANY 

1922 

All  rights  reserved 


51044 


Printed  in  the  United  States  of  America 


COPYRIGHT,  1922, 
BT  THE  MACMILLAN  COMPANY 

Set  up  and  electrotyped.     Published  November,  1922 


cw 


•  z 

PREFACE 

This  book  is  planned  primarily  for  the  use  of 
teachers  and  game  leaders,  and  the  games  are 
discussed  from  pedagogical  and  psychological 
standpoints.  Only  games  which  have  been  actu- 
ally taught  by  the  writer  are  described,  and  their 
chief  advantages  or  possible  limitations  and  dis- 
advantages are  emphasized.  Representative  games 
for  each  age  are  given,  but  not  more  than  one  or 
two  of  a  type,  because  experience  teaches  that 
children  thoroughly  enjoy  games  which  they  know 
well  and  like,  and  prefer  to  play  these  again  and 
again  rather  than  to  be  learning  new  ones  con- 
stantly. This  lessens  the  problem  of  the  young 
teacher,  as  it  is  unnecessary  for  her  to  be  familiar 
with  more  than  a  comparatively  small  number  of 
games  of  representative  types  which  can  always 
be  available. 

It  has  been  the  experience  of  the  writer  that 
many  of  the  games  described  in  various  books  do 
not  meet  with  universal  approval  on  the  part  of 
children,  because  the  end  and  aim  are  not  what 
they  desire.  I  have,  accordingly,  taken  the  liberty 
of  changing  the  plan  of  many  familiar  games  to 


PREFACE 

suit  the  psychological  reaction  of  the  child,  and 
they  therefore  appear  in  this  book  in  a  slightly 
altered  form  from  that  presented  elsewhere;  this 
does  not  mean  that  they  are,  in  any  sense,  original 
as  a  whole. 

I  cannot  emphasize  too  strongly  the  value  of 
games  in  developing  a  moral  sense  in  the  broadest 
meaning  of  the  word,  and  many  of  the  games 
printed  here  have  been  chosen  because  they  are 
especially  fitted  for  that  purpose.  Special  note  of 
that  fact  is  made  in  connection  with  the  individual 
games  so  chosen. 

Grateful  acknowledgment  is  made  to  Dr.  Henry 
van  Dyke  for  permission  to  use  the  "Four  Rules 
for  a  Good  Sportsman." 

EMILY  W.  ELMORE 

UNIVERSITY  OF  WISCONSIN 
JANUARY,  1922 


VI 


TABLE   OF  CONTENTS 

PAGE 

INTRODUCTORY  NOTE ix 

I.     SOME  GENERAL  HINTS  ON  THE  TEACHING  OF  GAMES  .      xi 
II.     METHODS  OF  CHOOSING  SIDES xiii 

III.  FOUR  RULES  FOR  A  GOOD  SPORTSMAN xvi 

IV.  GAMES .       1 

V.    CLASSIFIED  INDEX      109 

A.  Games  Classified  According  to  Age  of  Players  109 

1.  Games  for  Very  Little  Children     ....   109 

2.  Games  for  Children  from  Third    Grade 

through  Sixth  Grade 109 

3.  Games  from  Seventh  Grade  through  High 

School      Ill 

B.  Games  Classified  According  to  Type     .    .    .    .112 

1.  Games  Preparatory  for  Basket  Ball  .    .    .   112 

2.  Indian  Club  Games      113 

3.  Relay  Races 113 

4.  Ball  Games 114 

5.  Games  Requiring  No  Apparatus    ...    .115 

6.  Games  Especially  Good  for  Boys   ....   115 

7.  Tag  Games 116 

VI.    ALPHABETICAL  INDEX 117 


vu 


INTRODUCTORY  NOTE 

Miss  Elmore's  book  will  be  of  real  service  to 
teachers  and  parents  who  wish  to  enlarge  the 
list  of  games  which  they  know  how  to  teach  to 
children.  The  games  are  described  in  such  a  simple, 
concrete  way  that  any  teacher  or  parent  can  read- 
ily see  how  they  are  to  be  played.  Many  of  the 
descriptions  are  illustrated  with  diagrams  so  that 
it  will  be  apparent  at  a  glance  what  the  plan 
of  any  game  is,  and  how  it  is  to  be  carried 
through. 

Miss  Elmore  does  not  think  it  necessary  to 
discuss  the  value  of  games  and  plays  for  children 
of  any  age.  She  assumes  that  teachers  and 
parents  do  not  need  to  be  convinced  of  their 
value,  so  she  devotes  all  her  available  space  to 
the  description  of  games.  The  games  are  classi- 
fied according  to  the  ages  of  the  children  for  whom 
they  are  designed ;  and  such  games  have  been  chosen 
for  children  of  any  specified  age  as  have  proved 
by  experience  to  be  best  adapted  to  their  special 
needs,  and  that  make  the  strongest  appeal  to 
them.  The  author  of  this  book  has  had  large 
experience  in  teaching  games  to  children,  and  in 


INTRODUCTORY  NOTE 

instructing  teachers  how  to  organize  and  conduct 
games  for  young  people;  so  that  she  is  peculiarly 
well  fitted  to  prepare  a  practical  book  on  chil- 
dren's games  for  use  by  those  who  have  the 
direction  of  children's  play  activities. 

M.   V.   O'SHEA 
UNIVERSITY  OF  WISCONSIN 
AUGUST,  1922 


SOME  GENERAL  HINTS  ON  THE  TEACH- 
ING OF  GAMES 

1.  Always  have  players  in  a  straight  line,  with 
their  attention  focused,  before  explaining  a  game. 

2.  In  cold  weather  teach  active   games   that 
need  only  short  explanations,  or  else  explain  the 
game  before  going  to  the  playground. 

3.  Whenever  possible,  reward  good  sportsmen 
or  those  who  merit  some  special  consideration, 
by  making  them  leaders  or  by  placing  them  in 
prominent  positions. 

4.  Remember  that  children  want  to  be  leaders 
and  to  hold  the  conspicuous  places. 

5.  Stress  the  moral   development  possible   in 
every  game. 

a.  Notice  what  possibilities  there  are  for  unfair 
play,  and  eliminate  or  overcome  them. 

b.  Endeavor  to  bring  out  any  elements  which 
develop  a  sense  of  good  sportsmanship  and  fair 
play.    The  players  should  take  pride  in  playing 
the  game  in  the  right  way  and  feel  contempt  for 
unfairness. 

c.  In  relays,  be  sure  to  have  players  wait  on 
the  line  to  be  tagged  befn^  starting  to  run. 


A  PRACTICAL  HANDBOOK  OF  GAMES 

d.  Emphasize  the  fact  that  not  only  does  the 
individual  who  plays  unfairly  suffer,  but  the  whole 
team. 

e.  Encourage  friendly  competition,  but  watch 
for  any  spirit  of  spitefulness  or  antagonism  and 
take  measures  to  prevent  it. 

/.  Teach  absolute  respect  for  the  decisions  of 
the  umpire. 

g.  Teach  self-control — never  allow  a  player  to 
start  before  the  signal  is  given. 


xii 


METHODS  OF  CHOOSING  SIDES 

1.  Racing  for  first  choice. 

If  there  is  a  large  group  of  children  and  the  play 
space  is  out-of-doors,  in  order  to  determine  who 
shall  be  choosers  for  sides,  have  them  all  race  to  a 
designated  spot.  The  first  and  second  ones  to 
reach  there  may  be  the  two  choosers. 

2.  Counting  off. 

A  quick  method  is  to  have  all  participants  placed 
in  a  straight  line.  Then  let  them  number  off  by 
twos,  threes,  or  fours,  as  the  special  game  may 
require. 

3.  Teams  on  opposite  sides  of  field. 

When  it  is  necessary  to  have  one  team  facing 
another  on  opposite  sides  of  the  field,  as  in  "Bom- 
bardment," have  all  players  form  a  long  line  and 
march  to  where  the  teacher  stands;  then  alternate 
ones  turn  to  left  or  right  and  form  two  separate 
lines  along  the  sides. 

4.  For  forming  a  circle. 

This  may  be  accomplished  informally  as  a  result 
of  a  simple  command  to  form  a  circle,  or  the  players 


A  PRACTICAL  HANDBOOK  OF  GAMES 

may  march  in  single  file,  the  leader  describing  a 
curve  so  as  to  join  hands  with  the  person  at  the 
end  of  the  line,  all  then  facing  inward.  This  same 
procedure  with  two  lines  marching  side  by  side 
may  be  used  to  form  concentric  circles,  or  the 
players  in  one  large  circle  may  count  by  twos  and 
the  alternate  numbers  take  one  or  two  steps  toward 
the  center  of  the  circle. 

5.  Related  suggestions. 

The  method  of  allowing  children  to  choose  is 
not  recommended  for  frequent  use,  since  it  wastes 
a  good  deal  of  tune  and  is  apt  to  result  in  the  same 
group's  being  chosen  every  time  on  a  side.  It 
also  makes  the  unpopular  children  more  conspic- 
uous, as  the  same  ones  will  always  be  left  until  the 
end,  while  on  the  other  hand  it  makes  a  few  very 
popular  ones  too  conspicuous.  It  is  suggested 
that  wherever  the  same  group  of  children  play 
together  day  after  day,  it  is  often  a  good  plan 
to  divide  them  into  three  or  four  permanent 
teams,  of  equal  strength,  give  each  team  a  name 
or  color  or  some  mark  of  distinction,  and  encour- 
age a  friendly  spirit  of  competition.  This  would 
save  time  in  choosing  sides  each  day.  It  is  also 
a  good  plan  to  keep  a  chart  with  the  results  of 
each  day's  games  on  it.  This  is  a  good  method 
for  acquainting  the  child  with  the  principles  of 
team  play  and  of  good  sportsmanship,  the  funda- 


METHODS  OF  CHOOSING  SIDES 

mentals  of  which  cannot  be  taught  too  early. 
To  encourage  the  spirit  of  sportsmanship,  post  a 
list  of  names,  every  month  or  two,  of  those  chil- 
dren who  are  conspicuous  as  being  "good  sports- 
men." This  will  influence  others  to  try  to  become 
eligible  for  that  title. 


XV 


FOUR  RULES  FOR  A  GOOD  SPORTSMAN 

When  you  play  a  game  always  wish  and  try 
to  win,  otherwise  your  opponent  will  have  no 
fun;  but  never  wish  to  win  so  much  that  you 
cannot  be  happy  without  whining. 

Seek  to  win  only  by  fair  and  lawful  means 
according  to  the  rules  of  the  game,  and  this  will 
leave  you  without  bitterness  toward  your  oppo- 
nent or  shame  before  others. 

Take  pleasure  in  the  game  even  though  you 
do  not  obtain  the  victory;  for  the  purpose  of  the 
game  is  not  merely  to  win,  but  to  find  joy  and 
strength  in  trying. 

If  you  obtain  the  victory  which  you  have  so 
desired,  think  more  of  your  good  fortune  than  of 
your  skill.  This  will  make  you  grateful  and 
ready  to  share  with  others  the  pleasure  bestowed 
upon  you;  and  truly  this  is  both  reasonable  and 
profitable,  for  it  is  but  little  that  any  of  us  would 
win  in  this  world  were  our  fortunes  not  better 
than  our  deserts. 

HENRY  VAN  DYKE 


A  PRACTICAL  HANDBOOK 
OF  GAMES 

ANIMAL  CHASE 

Playground;  gymnasium. 
Grades  1  through  4> 
10  to  40  players. 

Plan  of  Game.  One  player  is  selected  as  the 
chaser.  The  others  divide  into  groups  of  four 
or  six,  and  each  group  chooses  the  name  of 
some  animal,  telling  only  the  teacher  what  name 
has  been  chosen.  Thus  there  will  be  several  tigers, 
bears,  etc.  The  animals  then  gather  at  one  end  of 
the  field  or  gymnasium  about  50  feet  from  the 
chaser  who  stands  in  the  middle.  The  teacher 
then  tells  the  chaser  the  names  of  the  different 
animals  that  have  been  chosen,  but  does  not  indi- 
cate to  which  groups  the  names  belong.  The 
chaser  accordingly  calls  out  at  random  " Bears"  or 
"Tigers,"  whereupon  all  children  in  the  group  so 
named  start  to  run  to  a  designated  place  at  the 
opposite  end  of  the  field  or  gymnasium,  while  the 
chaser  tries  to  catch  them  before  they  reach  there. 
Any  players  so  caught  remain  in  the  center  and 
help  to  catch  the  others.  The  last  one  to  be  caught 
becomes  the  new  chaser. 

1 


2       A  PRACTICAL  HANDBOOK  OF  GAMES 

Remarks.  This  game  has  all  the  good  points  of 
"Pom-Pom  Pullaway"  with  the  added  feature  of 
interest  in  choosing  the  names  of  animals,  thus 
making  the  groups  more  distinctive,  and  teaching, 
in  a  small  sense,  team  loyalty.  Any  other  names 
may  be  substituted  for  those  of  animals,  as  flowers, 
birds,  trees,  etc.;  this  gives  variety,  and  helps 
enlarge  children's  vocabularies.  From  the  point 
of  view  of  the  chaser,  this  is  a  good  memory  drill 
as  it  trains  the  mind  to  carry  a  numbei*  of  different 
names  at  one  time.  The  same  precautions  as  are 
urged  in  "Pom-Pom  Pullaway"  apply  here. 

AUTOMOBILE  RACE 

Playground;  gymnasium;  schoolroom. 
Grades  1  through  6. 
10  to  50  players. 

Plan  of  Game.  If  played  on  a  playground  or  in 
a  gymnasium  the  players  are  lined  up  in  parallel 
columns  facing  the  same  way,  the  number  of 
columns  formed  depending  upon  the  number 
of  players.  Every  line  or  team  takes  the  name  of 
some  make  of  automobile.  When  the  signal  is 
given,  the  first  one  in  each  team  runs  to  a  desig- 
nated spot  and  back,  touching  the  hand  of  the  next 
one  in  line  who  then  runs  as  the  first  one  did,  while 
the  first  one  goes  to  the  end  of  the  line.  In  this 


A  PRACTICAL  HANDBOOK  OF  GAMES       3 

manner  each  player  runs  in  succession  until  the 
whole  team  has  run.  The  automobile  (team)  get- 
ting through  first  wins. 

When  the  game  is  played  in  the  schoolroom,  each 
row  serves  as  an  automobile  and  as  soon  as  a 
player  has  run,  he  takes  his  own  seat  after  touching 
the  hand  of  the  next  runner.  When  several  rows 
are  playing  each  row  may  have  a  different  spot  to 
touch  so  that  one  row  of  players  will  not  have  to 
run  farther  than  another. 

Remarks.  Emphasize  the  fact  that  each  player 
must  wait  on  the  line  or  in  his  seat  until  his  hand 
is  tagged.  If  he  starts  too  soon,  make  it  a  rule 
that  the  whole  team  becomes  disqualified.  Thus 
he  will  learn  how  important  his  actions  are  to  the 
success  or  failure  of  his  team. 

To  add  interest  to  the  game,  significance  may 
be  attached  to  the  merits  of  different  makes  of 
automobiles. 

CAT  AND  RAT 

Playground;  gymnasium. 
Grades  1  through  6. 
10  to  80  players. 

Plan  of  Game.  Players  form  into  a  circle  and 
join  hands.  Two  are  chosen  to  act  as  cat  and  rat. 
The  players  in  the  circle  try  to  keep  the  rat  from 
being  caught  by  the  cat,  by  keeping  their  hands 


4       A  PRACTICAL  HANDBOOK  OF  GAMES 

firmly  interlocked  and  holding  them  low  in  order 
to  keep  the  cat  out,  when  the  rat  is  inside 
of  the  circle,  or  by  raising  their  hands  to  let  the 
rat  out  if  the  cat  gets  in,  and  vice  versa.  When 
the  cat  catches  the  rat,  the  rat  chooses  another 
player  who  becomes  the  new  cat,  while  the  former 
cat  becomes  the  rat. 

Remarks.  Encourage  those  in  the  circle  to 
make  the  game  more  exciting  by  letting  the  cat 
into  the  circle  sometimes  when  the  rat  is  there,  and 
thus  make  it  harder  for  the  rat  to  escape.  This 
will  be  a  great  help  in  keeping  the  attention  of  all 
players  in  the  circle,  and  will  keep  one  cat  and  rat 
from  monopolizing  the  play  too  long. 

FLOWERS  AND  THE  WIND 

Playground;  gymnasium. 
Grades  1  through  6. 
10  to  40  players. 

Plan  of  Game.  The  children  are  divided  into 
two  groups,  one  of  which  represents  the  flowers, 
the  other  the  wind.  Those  who  are  the  flowers 
secretly  choose  the  name  of  a  flower,  and  advance 
in  a  body  to  a  line  marked  off — usually  in  about 
the  middle  of  the  playground  or  gymnasium.  On 
the  other  side  of  this  line  the  children  who  represent 
the  wind  are  gathered.  The  object  is  for  the  wind 


A  PRACTICAL  HANDBOOK  OF  GAMES       5 

to  guess  the  name  of  the  flower  that  has  been  chosen, 
and  as  soon  as  a  wind  child  guesses  the  correct  flower 
all  the  flowers  turn  and  run  back  to  their  starting 
place,  while  the  wind  chases  them  and  tries  to 
catch  as  many  as  possible.  Any  flower  so  caught 
must  return  to  the  other  side  and  remain  there. 
If  the  ones  who  are  the  wind  catch  a  certain  desig- 
nated number  of  flowers,  they  may  become  the 
flowers  next  time  and  think  of  a  name  which  the 
other  side  must  try  to  guess.  If  they  do  not  suc- 
ceed in  catching  the  required  number,  the  first  side 
remain  the  flowers. 

Remarks.  As  in  most  guessing  games,  the  ele- 
ment of  suspense  is  the  chief  feature  of  this  game, 
although  there  is  a  good  deal  of  practice  in  dodg- 
ing and  quick  starting.  It  also  teaches  the  timid 
child  to  take  risks.  If  the  children  seem  slow 
about  guessing,  let  the  flowers  give  the  first  letter 
of  their  group  name,  or  two  or  three  even,  in  order 
to  facilitate  guessing,  and  to  keep  the  children 
from  standing  too  long.  Sometimes  it  is  even  a 
good  plan  for  the  teacher  to  take  part  in  the 
guessing.  For  variety,  the  names  of  birds,  trees, 
etc.,  may  be  substituted  for  flower  names. 

Some  children  will  have  to  be  watched,  as  they 
will  be  tempted  to  let  themselves  be  caught  in 
order  to  be  flowers,  as  they  think  this  more  fun 
than  to  be  the  wind. 


6       A  PRACTICAL  HANDBOOK  OF  GAMES 

MIDNIGHT 

Playground;  gymnasium. 
Grades  1  through  4- 
10  to  40  players. 

Plan  of  Game.  One  player  is  chosen  to  be  the 
fox,  another  to  be  the  mother  hen,  and  the  rest  are 
the  chickens.  A  corner  of  the  field  or  gymnasium 
is  marked  off  to  represent  the  fox's  den,  and  at  the 
opposite  end  is  a  designated  area  which  serves  as 
the  henhouse.  The  mother  hen  and  her  chickens 
start  out  from  their  house  and  as  they  approach 
the  fox  in  his  den,  the  mother  hen  continues  to  ask, 
"What  time  is  it?"  If  the  fox  replies  with  any 
time  but  "Twelve  o'clock  at  night,"  the  chickens 
are  safe,  and  continue  to  advance;  but  as  soon  as 
he  says  those  magic  words  he  runs  from  his  den 
and  tries  to  catch  as  many  chickens  as  possible, 
while  they  scamper  to  the  henhouse  and  safety. 
Any  chickens  that  are  caught  must  go  back  to  the 
fox's  den,  and  thereafter  help  him  catch  the  others. 
If  the  mother  hen  is  caught,  another  one  must 
be  appointed  by  the  teacher.  The  last  chicken 
caught  becomes  either  the  fox  or  mother  hen  for 
the  next  game,  as  he  prefers. 

Remarks.  This  game  is  a  universal  favorite 
and  has  much  of  excitement  and  suspense  and 


A  PRACTICAL  HANDBOOK  OF  GAMES       7 

exercise  in  it.  The  choice  of  fox  and  mother  hen 
should  be  made  much  of,  emphasis  being  put  on 
the  fact  that  those  children  chosen  have  some 
special  quality  which  deserves  reward — either 
bravery  or  good  sportsmanship,  or  even  good 
posture.  The  mother  hen  should  be  the  only  one 
allowed  to  ask  the  time.  This  makes  her  position 
important. 

The  game  is  also  a  help  for  little  children  in 
learning  to  count.  The  fox  should  be  taught  to 
skip  about  in  the  numbers  and  call  "Twelve  o'clock 
at  night"  suddenly,  in  order  the  more  to  sur- 
prise the  chickens.  Encourage  timid  children 
to  be  daring  in  going  as  near  to  the  fox's 
den  as  possible. 

POM-POM  PULLAWAY 

Outdoors. 

Grades  1  through  8. 

10  to  30  players. 

Plan  of  Game.  One  person  chosen  to  be  It  or 
the  catcher  stands  hi  the  middle  of  the  field.  All 
others  are  grouped  at  one  end  about  50  feet  away. 
Boundaries  along  the  sides  of  the  field  are  desig- 
nated, usually  about  50  feet  apart.  The  one  who 
is  It  calls:  "Pom-pom  pullaway,  if  you  don't  come 
I'll  pull  you  away,"  whereupon  everyone  must 


8       A  PRACTICAL  HANDBOOK  OF  GAMES 

start  to  run  to  the  opposite  side  of  the  field,  while 
the  catcher  tries  to  catch  as  many  as  possible  before 
they  reach  there.  In  order  to  be  caught,  each  one 
must  be  tagged  three  successive  times;  that  is, 
slapped  on  the  back  while  the  catcher  counts  1,  2, 
3.  If  any  player  runs  beyond  the  side  boundary 
lines,  he  is  considered  caught.  Each  player 
who  is  caught  remains  hi  the  middle  and  helps 
the  catcher  from  then  on,  until  all  are  caught. 
The  last  one  caught  is  allowed  to  be  It  for 
the  next  game. 

Remarks.  Warning  will  have  to  be  given  that 
the  players  are  not  to  be  caught  by  holding  on  to 
garments,  as  clothes  are  likely  to  be  torn  in  this 
way.  The  game  is  also  apt  to  become  too  rough 
when  players  are  trying  to  escape  the  catcher,  so 
this  tendency  has  to  be  watched  for  and  overcome. 
Insist  upon  every  player's  starting  as  soon  as  the 
catcher  calls;  otherwise,  certain  ones  will  always 
hold  back  until  the  "coast  is  clear"  and  then  have 
a  safe  journey  across.  Also  make  it  a  rule  that, 
after  a  runner  has  started  across,  he  may  not  turn 
back  while  trying  to  evade  the  catcher — if  he  does, 
he  is  considered  caught. 

This  game  is  excellent  for  teaching  daring  and 
strategy.  There  is  also  constant  exercise  and  much 
excitement.  The  popularity  of  this  game  seems 
never  to  wane. 


A  PRACTICAL  HANDBOOK  OF  GAMES       9 

RAILROAD  TRAIN 

Playground;  gymnasium^ 
Grades  1  and  2. 
10  to  40  players. 

Plan  of  Game.  The  children  are  given  names 
of  various  parts  of  a  train,  as  well  as  the  names  of 
different  parts  of  the  engine.  In  this  way  several 
children,  as  a  group,  take  the  part  of  the  engine. 
Then  a  story  is  told  by  the  teacher,  in  which  the 
various  parts  are  mentioned  in  turn,  and  the 
children  form  in  line  one  behind  the  other  in  the 
order  in  which  the  names  of  parts  are  called.  After 
all  of  the  parts  have  been  called  out,  the  story 
continues  by  having  the  train  move.  The  route 
is  described  very  vividly,  the  train  going  up  steep 
hills,  around  curves,  down  hills,  etc.  Finally  the 
journey  ends  in  a  wreck,  the  entire  train  tipping 
over.  The  children  suit  their  actions  to  the  story. 

Remarks.  This  game,  somewhat  like  the  old 
game  of  "  Stage  Coach,"  is  very  popular  with  little 
children,  and  the  imagination  of  the  narrator  of  the 
story  can  supply  a  great  deal  of  color  and  variety 
so  that  it  can  be  played  frequently  and  be  made 
interesting.  The  children  enjoy  suggesting  the 
different  parts  of  the  train  and  permitting  them  to 
do  so  helps  to  keep  their  attention  in  the  prepara- 
tion for  the  game. 


10     A  PRACTICAL  HANDBOOK  OF  GAMES 


SKIP  AWAY 
(Slap  Jack) 


Playground;  gymnasium. 
Grades  1  through  6. 
10  to  30  players. 

Plan  of  Game.  If  the  players  number  not  more 
than  fifteen,  one  circle  is  formed,  otherwise  they 
are  divided  into  two  circles.  One  player  is  chosen 

who  runs  around 
the  outside  of  the 
circle  and  at  will 
tags  some  player 
on  the  back.  The 
player  tagged 
immediately 
leaves  his  place 
in  the  circle,  but 
instead  of  chas- 
ing  the  one 
who  tagged  him, 
runs  in  the  oppo- 
site direction.  When  the  two  meet,  they  go 
through  some  action,  previously  agreed  upon 
by  all  the  players,  such  as  shaking  hands, 
bowing,  or  turning  each  other  around;  after 
which  each  dashes  away,  in  opposite  directions,  to 


SKIP  AWAY 


A  PRACTICAL  HANDBOOK  OF  GAMES      11 

see  which  one  can  get  back  first  to  the  empty 
place  in  the  circle.  The  one  who  succeeds  is  re- 
warded by  being  allowed  to  go  around  the  circle 
and  do  the  tagging,  while  the  other  one  stays  in 
the  ring.  If  the  same  one  should  reach  the  empty 
place  first  for  several  consecutive  times,  let 
him  choose  some  one  else  to  take  his  place  as 
runner. 

Remarks.  This  game  is  perhaps  better  suited 
to  the  gymnasium  than  to  the  playground  as  most 
of  the  players  are  standing  idle  a  good  deal  of  the 
time,  and  in  cold  weather  are  liable  to  become 
chilled.  Encourage  the  players  to  suggest  various 
actions  which  may  be  gone  through  when  the  two 
runners  meet,  and  thus  keep  up  interest  and 
variety. 

SQUIRRELS  IN  TREES 

Playground;  gymnasium. 
Grades  1  through  3. 
10  to  40  players. 

Plan  of  Game.  The  children  join  hands  in 
groups  of  three  to  form  hollow  trees.  One  child 
stands  inside  each  tree,  as  a  squirrel;  and  one  or 
two  extra  children  stand  outside  of  the  trees.  On 
a  signal  each  squirrel  leaves  its  tree,  and  tries  to 
get  into  another  tree,  while  the  extra  ones  at  the 


_  __Squirrel 


7 


Tree 


Extra 


12     A  PRACTICAL  HANDBOOK  OF  GAMES 

same  time  run  for  shelter.     The  fastest  runners 
will,  of  course,  usually  get  a  tree,  while  the  slower 

ones  will  be  left 
out.  The  game 
continues  as  long 
as  interest  lasts, 
with  periodic 
interchanging  of 

Squirrel          ,-x-~ 

\  /'  N\  those  who  are 
forming  trees  and 
those  who  are 
taking  the  part  of 

SQUIRRELS  IN  THKKS  .         , 

squirrels. 

Remarks.  Although  there  is  really  very  little 
to  this  game  it  seems  to  appeal  to  little  children 
very  much  and  it  is  often  asked  for.  It  is  some- 
thing like  "Pussy  Wants  a  Corner,"  excepting 
that  there  is  no  tagging.  It  teaches  children  to 
watch  their  chances,  and  to  act  quickly. 

TEACHER  AND  CLASS 

Playground;  gymnasium;  schoolroom. 
Grades  1  through  6. 
10  to  40  players. 

Plan  of  Game.  The  players  who  form  the  class 
stand  in  a  row,  facing  the  one  who  stands  in  the 
front,  as  the  teacher.  The  teacher  throws  a  bean 
bag  if  little  children  are  playing,  or  a  ball,  if  older 


ones,  to  each  child  in  succession.  If  any  child  fails 
to  catch  the  bean  bag  he  must  go  to  the  foot  of  the 
class,  that  is,  the  end  of  the  line.  If  the  teacher 
fails  to  catch  the  bean  bag  as  it  is  thrown  back,  he 
must  go  to  the  foot  also,  and  then  the  one  who  was 
at  the  head  of  the  class  or  line  takes  his  place. 
The  game  continues  thus  indefinitely. 

Remarks.  Little  children  gain  a  great  deal  of 
practice  from  this  game  in  learning  how  to  catch 
and  throw.  The  underhand  throw  is  recommended 
as  being  most  practical.  Be  careful  that  some 
children  do  not  purposely  throw  poorly  in  order  to 
make  the  teacher  miss.  The  unfairness  of  this 
method  of  gaining  the  desired  position  should  be 
emphasized.  For  older  children  this  game  is 
excellent  preparation  for  "  Corner  Spry,"  though 
in  "  Corner  Spry"  the  line  is  usually  so  short  that 
the  teacher  does  not  need  to  move  along  in 
front  as  she  does  in  ''Teacher  and  Class." 

ALL  UP  RELAY 

Playground;  gymnasium. 

3rd  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Game.  Players  are  lined  up  in  single 
file  columns  as  in  the  simplest  form  of  relay.  Each 
line  is  considered  a  team  and  is  given  a  number  or 


r 


i 


letter  as,  1,  2,  etc.,  or  A,  B,  etc.    About  thirty  feet 
from  the  first  player  in  each  team  two  circles  are 

drawn,  side  by 
side,  and  in  one  of 
these  three  Indian 
clubs  are  placed. 
On  the  signal,  the 
first  one  in  each 
team  runs  to  the 
clubs,  and  trans- 
fers each  club 
separately  to  the 
adjoining  circle, 
being  sure  that 
each  club  is  stand- 
ing before  running 
back  to  the  team. 
He  tags  the  hand 
of  the  next  one  in 
line  who  has 
moved  up  to  the 
starting  line,  and  the  game  continues  as  in  the 
simple  form  of  relay  until  one  team  has  finished. 
The  team  finishing  first,  wins. 

Remarks.  This  game  is  excellent  hi  training  chil- 
dren in  self-control  while  hurrying,  and  it  is  one 
of  the  tests  in  the  American  Playground  Associa- 
tion for  developing  speed  and  accuracy. 


ALL  IT  KKI.AY 


A  PRACTICAL  HANDBOOK  OF  GAMES      15 

BAG  PILE 

Gymnasium;  schoolroom. 
Grades  1  through  6. 
10  to  50  players. 

Plan  of  Game.  When  played  in  the  gymnasium, 
players  form  in  lines  in  front  formation,  with  a  pile 
of  bean  bags  on  the  floor  at  the  side  of  the  first 
player  in  each  line.  In  the  schoolroom  the  different 
rows  compete.  The  bean  bags  are  placed  at 
the  side  of  the  desk  of  the  first  player  hi  each 
row,  and  the  players  all  sit  with  their  feet  in 
the  aisle. 

On  the  signal,  the  first  player  picks  up  one  bean 
bag  and  passes  it  to  the  next  one  who  in  turn 
passes  it  on.  So  each  bag  is  passed  in  succession 
down  each  line  or  row  until  all  are  piled  neatly  at 
the  opposite  end,  or  if  the  lines  or  rows  are  short, 
until  all  are  back  again  at  the  original  place.  The 
line  or  row  which  finishes  first  wins. 

Advanced  Form.  Have  the  bean  bags  passed 
down  over  the  head,  then  all  turn  and  pass  them 
back  up  one  side,  turn  again  and  pass  them  down 
the  opposite  side,  and  finally  pass  them  back  up 
over  the  head  from  the  rear.  Many  such  varia- 
tions can  be  thought  of,  and  are  especial^  good 
in  the  schoolroom. 


16     A  PRACTICAL  HANDBOOK  OF  GAMES 

BALL  STAND 

Playground;  gymnasium. 
Grades  3  through  8. 
10  to  80  players. 

Plan  of  Game.  The  players  group  themselves 
near  a  wall  of  a  house.  One  player,  who  is  chosen 
as  thrower,  tosses  the  ball  (a  tennis  ball  is  used) 
against  the  wall,  at  the  same  time  calling  out  a 
player's  name,  or  a  player's  number,  where  num- 
bers have  been  given  each  player  beforehand. 
The  one  whose  name  or  number  is  called  must  run 
up  and  catch  the  ball  before  it  strikes  the  ground, 
while  all  the  other  players  run  as  far  as  possible 
in  the  opposite  direction.  If  the  one  called  catches 
the  ball,  he  shouts  "  Stand,"  and  the  others  must 
stop  wherever  they  are.  He  then  throws  the  ball 
at  them  and  if  he  hits  some  one,  the  one  hit  must 
drop  out  of  the  game.  The  thrower  then  recovers 
the  ball  and  all  go  back  to  the  wall  where  the 
game  is  played  again  as  before.  If  the  one  called 
upon  to  catch  the  ball  should  fail  to  do  so,  the 
players  all  go  back  to  the  starting  place  and  the 
ball  is  tossed  up  again  by  the  same  player  who 
tossed  it  the  first  time.  If  he  catches  the  ball  but 
fails  to  hit  anyone,  he  is  out  of  the  game,  and  he 
may  choose  another  player  to  act  as  thrower  in 
his  place. 


A  PRACTICAL  HANDBOOK  OF  GAMES      17 

The  object  of  the  game  is  to  see  who  can  stay 
in  the  game  the  longest. 

Remarks.  This  game  has  been  very  much 
altered  from  the  original,  because  it  was  found, 
that,  when  played  in  its  original  form,  children 
were  so  eager  to  be  the  thrower  that  they  would 
either  deliberately  fail  to  catch  the  ball  in  the  first 
place  or  else  allow  themselves  to  be  hit  by  the 
thrower,  in  order  to  change  places  with  him.  They 
do  not  wish  to  drop  out  of  the  game,  so,  when 
playing  the  game  in  this  way,  they  will  make  more 
effort  to  catch  or  to  dodge  the  ball. 

SQUARE  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

18  to  32  players. 

Plan  of  Game.  The  playing  space  is  marked  off 
in  the  shape  of  a  large  square,  with  a  small  square 
in  each  corner,  or  if  there  are  many  players,  with 
other  squares  between  the  corners  along  the  bound- 
ary line  of  the  main  square.  Players  are  divided 
into  two  teams.  The  players  of  the  one  team  are 
grouped  in  the  center,  while  those  of  the  other  team 
distribute  themselves  evenly  in  the  squares.  A 
ball  is  passed  from  one  square  to  another,  follow- 
ing the  outside  boundaries  of  the  large  square, 


18     A  PRACTICAL  HANDBOOK  OF  GAMES 


but  suddenly  a  player  in  this  so-called  "outside 
team,"  instead  of  continuing  to  pass  the  ball  to 
his  teammates,  throws  it  toward  the  center  play- 
ers who  try  to 
dodge  it.  If  a 
center  player  is 
hit,  the  outside 
players  all  scat- 
ter, but  as  soon 
as  the  one  hit 
recovers  the  ball 
and  calls"  Halt," 
they  must  im- 
mediately stop 
wherever  they 
are.  The  center 
player  holding  the  ball  then  tries  to  hit  one  of 
the  outside  players,  who  may  dodge,  but  may 
not  move  from  the  spots  on  which  they  have 
halted. 

Every  "outside"  player  hit  by  a  "center" 
player  scores  one  point  for  the  center  team.  Every 
ball  thrown  that  misses  one  of  the  outside  players 
scores  one  point  for  them.  The  team  that  first  gains 
twenty-five  points,  wins. 

Remarks.  This  game  has  many  of  the  elements 
of  "Dodge  Ball,"  but  has  the  added  features  of  giv- 
ing practice  in  good  team  work  and  practice  in 


SQUARE  BALL 


A  PRACTICAL  HANDBOOK  OF  GAMES      19 

passing  to  those  in  the  outside  squares.  It  is 
sometimes  played  without  keeping  score,  in  which 
case  any  player  in  the  outside  team  who  is  hit  by 
a  center  player  must  join  the  center  team.  Then 
the  game  ends  when  all  have  been  caught  or  when 
a  certain  period  of  playing  is  over. 

BASE  DODGE  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

15  to  50  players. 

Plan  of  Game.  This  game  is  similar  to  "Square 
Ball,"  with  the  added  element  of  practice  in  catch- 
ing. Players  are  divided  into  two  teams,  one  team 
being  arranged  on  various  bases  around  a  hollow 
square  as  in  "Square  Ball,"  or  else  around  a  circle. 
The  other  team  is  scattered  in  the  square  or  circle. 
Those  on  the  bases  pass  an  indoor  baseball  around 
among  their  team  mates,  and  periodically  throw 
it  unexpectedly  at  the  members  in  the  center.  If 
'a  player  is  hit,  he  immediately  leaves  the  game. 
If,  however,  he  catches  the  ball  he  must,  from  the 
spot  at  which  he  caught  the  ball,  throw  it  at  any 
baseman  who  may  not  leave  his  base.  If  the  base- 
man is  hit,  he  is  out  of  the  game.  However;  if  he 
should  catch  the  ball  he  is  not  out,  and  the  game 
continues  as  before.  ,* 


20     A  PRACTICAL  HANDBOOK  OF  GAMES 

At  the  end  of  a  given  time,  the  number  of  players 
left  on  each  team  is  counted,  and  the  team  having 
the  largest  number  left  wins  the  "heat."  The  total 
score  is  taken  at  the  end  of  the  playing  period. 

Remarks.  If  it  seems  better  not  to  have 
players  eliminated  from  the  game  when  they  are 
hit,  allow  them  to  remain  and  simply  give  one 
point  to  the  opposite  side  each  time  a  player  is  hit. 
This  game  is  good  preliminary  practice  for  base- 
ball. See  diagram  for  "Square  Ball,"  p.  18. 

BOMBARDMENT 

Playground;  gymnasium. 

4th  Grade  through  High  School. 

10  to  60  players. 

Plan  of  Game.  The  field  or  gymnasium  is 
divided  into  two  equal  parts  which  are  called 
courts,  and  the  players  are  divided  into  two  teams, 
A  and  B.  At  the  back  of  each  court  is  placed  a 
row  of  Indian  clubs.  The  players  from  each  team 
are  scattered  about  in  front  of  the  clubs,  but  may* 
not  cross  the  center  dividing  line. 

The  object  of  the  game  is  to  throw  either  a  soft 
ball  or  a  bean  bag  at  the  Indian  clubs  and  knock 
them  down.  Team  A  must  throw  at  the  clubs  in 
team  B's  court,  and  vice  versa.  Each  club  that  is 
knocked  down  counts  one  point  for  the  team  that 


A  PRACTICAL  HANDBOOK  OF  GAMES     21 


threw  at  it.    Each  player  tries  to  guard  his  own 

clubs  and  throw  at  the  others,  so  he  must  watch 

the  balls  or  bean 

bags  all  the  time, 

as  they  are  con- 

stantly   kept    in 

motion  .     If  a 

player     knocks 

down  a   club  on 

his  own   side  by 

accident,  it  counts 

one  point  for  the 

opponent.    The 

team  wins  which 

has   the   greatest 

number  of  points 

at  the  end  of   a 

given   time,    or 

which  first  gains 

a   certain    stated 


0 

O 

X 

X 

o 

O 

X 

X 

0 

o 

X 

X 

o            | 

o 

X                 £P 

X 

•5 

O--^ 

\          5 

X 

0 

X 

0 

o 

X 

X 

o 

0 

X 

X 

0 

o 

Clubs     Players 

Players     Clubs 

TEAM  A 

TEAM  B 

score. 


BOMBARDMENT 


Remarks.  To  facilitate  accurate  scorekeeping 
it  is  well  to  have  two  people  chosen  to  keep  score, 
one  to  watch  each  side,  and  whose  sole  duty  it  is 
to  keep  track  of  the  clubs  knocked  down. 

The  game  is  much  more  exciting  if  several  balls 
or  bean  bags  are  used,  and  sometimes  two  rows  of 
Indian  clubs  are  put  up  at  each  end,  the  rows 


22     A  PRACTICAL  HANDBOOK  OF  GAMES 

being  placed  about  one  foot  apart,  and  arranged 
alternately  to  one  another. 

BULL  IN  THE  RING 

Playground;  gymnasium. 
Grades  1  through  6. 
10  to  80  players. 

Plan  of  Game.  If  there  are  not  too  many,  the 
players  form  one  circle  or  ring.  If  there  are  more 
than  fifteen,  they  form  two.  One  player  is  chosen 
to  be  the  bull  and  those  in  the  circle  clasp  hands  as 
firmly  as  possible,  in  an  effort  to  keep  the  bull  from 
breaking  through  and  escaping.  If  he  should 
manage  to  do  so,  all  in  the  circle  give  chase,  and  the 
one  who  catches  him  may  be  the  bull  the  next 
time. 

Remarks.  Because  of  a  desire  to  be  the  bull, 
children  are  often  tempted  to  allow  the  bull  to 
break  through  their  hands  so  that  they  can  easily 
catch  him  as  he  starts  to  run.  It  has  to  be  em- 
phasized, therefore,  that  anyone  who  is  seen  to  do 
this  will  either  not  be  allowed  to  play  the  game,  or 
else  will  be  prevented  from  being  the  bull.  The 
fact  that  it  is  not  really  fair  playing  and  that  there 
is  no  credit  in  catching  the  bull  unless  a  good  chase 
has  been  given,  is  brought  out  in  explaining  the 
reason  for  the  rule.  This  game  is  especially  good 


A  PRACTICAL  HANDBOOK  OF  GAMES     23 

for  boys,  as  there  is  real  muscular  effort  exerted, 
and  also  much  running.  The  game  may  become 
rather  rough  unless  controlled,  so  if  the  class  con- 
sists of  both  girls  and  boys  it  is  much  better  to 
have  each  form  a  separate  circle  or  ring. 

CALL  BALL 

Playground;  gymnasium. 

Grades  1  through  8.  f  ^ 

Any  number  of  players. 

Plan  of  Game.  Players  either  stand  in  a  circle, 
or,  if  there  are  a  large  number,  they  scatter  pro- 
miscuously over  the  field  or  gymnasium.  One 
chosen  to  be  the  thrower  has  a  ball  which  he  throws 
into  the  air,  at  the  same  time  calling  out  a  player's 
name  or  number,  where  numbers  have  been  pre- 
viously given  to  each  player.  The  one  called  must 
run  forward  and  try  to  catch  the  ball  before  it  has 
bounced  more  than  once.  If  he  succeeds,  he  be- 
comes the  thrower,  but  if  he  fails  he  goes  back  into 
the  group.  The  same  player  continues  to  be 
thrower  until  another  catches  the  ball. 

Remarks.  This  game  is  especially  good  for  little 
children,  as  it  teaches  them  to  be  on  the  alert  and 
to  move  quickly,  and  also  to  catch  a  ball.  A  some- 
what more  difficult  form  of  this  game  is  "Catch 
the  Cane." 


24     A  PRACTICAL  HANDBOOK  OF  GAMES 

CATCH  THE  CANE 

Gymnasium. 
Grades  5  through  8. 
10  to  25  players. 

Plan  of  Game.  Players  stand  in  a  circle  with 
one  in  the  middle  holding  a  wand  (cane)  so 
that  its  one  end  rests  on  the  floor.  Each  player 
is  given  a  number.  The  one  in  the  middle  who 
is  holding  the  wand  calls  a  number,  at  the 
same  time  letting  go  of  the  wand.  The  one  whose 
number  is  called  must  run  to  the  center  and  catch 
the  wand  before  it  drops  to  the  floor.  If  he  suc- 
ceeds he  may  stay  and  call  the  next  number,  and 
the  original  caller  takes  his  place  in  the  circle.  If 
he  fails,  he  goes  back  to  the  circle  and  the  original 
caller  continues  until  someone  succeeds  in  catching 
the  wand  before  it  falls. 

Remarks.  Even  though  the  children  are  stand- 
ing, they  are  nevertheless  kept  on  the  alert  and 
interested  as  they  are  waiting  to  hear  their  own 
number  called,  and  this  element  of  suspense  holds 
their  attention. 


A  PRACTICAL  HANDBOOK  OF  GAMES     25 

CENTER  CATCH  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

10  to  30  players. 

Plan  of  Game.  Players  stand  in  circle  forma- 
tion, with  one  player  in  the  center.  A  ball  is 
passed  rapidly  from  one  player  in  the  circle  to 
another,  always  being  thrown  over  the  head  of  the 
player  standing  in  the  center  who  tries  to  catch 
the  ball  or  at  least  to  touch  it  as  it  passes  over  him. 
When  he  does  so,  he  changes  places  with  the  one 
who  threw  the  ball  last.  The  game  continues  in 
this  way  indefinitely. 

^Remarks.  It  is  sometimes  an  added  element  of 
interest  to  time  the  one  in  the  center  in  order  to 
see  in  how  short  a  time  he  can  touch  the  ball, 
and  to  keep  a  record  for  each  player  and  announce 
the  winner  at  the  end  of  the  game."  This  game 
makes  excellent  preliminary  practice  for*  basket 
ball,  as  it  involves  quick  throwing  and  catering, 
and  quick  jumping  to  intercept  the  ball. 


26     A  PRACTICAL  HANDBOOK  OF  GAMES 

>l  CENTER  BASE 

Playground;  gymnasium. 
3rd  Grade  through  High  School. 
10  to  30  players 

Plan  of  Game.  Players  stand  in  circle  forma- 
tion, with  one  player  in  the  center  holding  a  ball 
or  bean  bag.  The  center  player  begins  the  game 
by  throwing  the  ball  or  bean  bag  to  a  player  in  the 
circle.  Then  he  immediately  runs  out  of  the  circle 
and  around  it  to  the  place  where  the  one  to  whom 
he  threw  the  ball  was  standing.  The  latter,  who 
becomes  the  chaser,  after  catching  the  ball,  takes  it 
back  and  leaves  it  in  the  center,  then  chases  the 
center  player,  by  the  same  route,  and  tries  to  tag 
him  before  he  arrives  at  the  vacant  place.  If  he 
succeeds  in  doing  so,  he  changes  places  with  the 
center  player.  If  he  fails,  he  returns  to  his  original 
place  in  the  circle.  The  same  one  continues  to  be 
center  player  until  some  one  tags  him. 

Remarks.  The  play  leader  will  have  to  empha- 
size the  fact  that  the  same  route  must  be  taken  by 
the  chaser  as  by  the  center  player,  as  there  is  a 
great  temptation  to  leave  the  circle  by  a  shorter 
way  and  so  have  more  chance  of  catching  the 
center  player.  If  the  same  player  wins  for  several 
successive  times,  have  him  choose  another  to  take 
his  place  so  that  each  may  have  a  turn.  1 


A  PRACTICAL  HANDBOOK  OF  GAMES     27 


Players 


CLUB  CHASE 

Playground;  gymnasium. 
Grades  3  through  8. 
10  to  40  players. 

Plan  of  Game.  The  players  are  arranged  in 
parallel  lines,  with  about  eight  in  each  line,  and  in 
flank  formation. 
At  a  distance  of 
about  thirty  feet 
from  the  first 
players  is  set  a 
row  of  Indian 
clubs,  one  less  in 
number  than  the 
number  of  play- 
ers in  each  line. 
At  a  signal,  the 
players  in  the 
first  line  all  run 
to  get  a  club,  but 
since  there  is  one 
club  less  than 
there  are  play- 
ers, some  one 


8 


CLUB  CHASE 


will  inevitably 

be  left  out,  so  the  fast  runners  win.    As  a  player 

is  eliminated,  he  stands  behind  the  clubs,  and  does 


28     A  PRACTICAL  HANDBOOK  OF  GAMES 

not  again  run  with  his  line,  which  now  becomes  the 
rear  line.  Each  line  in  succession  runs  for  the  clubs 
which  are  rearranged  in  a  row  after  each  "heat." 
At  the  end  of  each  "heat"  there  is  always  one  less 
player  left  in  each  line  to  run.  As  the  players  are 
eliminated  one  by  one  a  club  is  removed  so  that 
there  is  always  one  less  club  than  the  number  of 
players  running.  Finally  there  is  only  one  player 
left  in  each  line,  and  these  run  against  each  other, 
until  only  two  are  left  from  the  entire  class. 
These  two  then  run  to  determine  which  shall  be 
champion. 

Remarks.  The  game  has  unlimited  possibilities 
for  teaching  fair  play  as  there  is  a  great  temptation 
to  push  a  player  aside  in  the  effort  to  get  a  club. 
Therefore,  special  emphasis  must  be  laid  on  the 
fact  that  each  player  must  run  a  straight  course 
and  not  touch  his  neighbor.  If  he  does  so  it  is 
called  a  foul,  and  he  is  automatically  eliminated 
from  the  game.  It  is  well  to  interest  those  who  are 
left  out,  in  rearranging  the  clubs  each  time,  so  that 
they  will  feel  that  they  still  have  a  share  in  the 
game.  If  there  are  too  many  left  out,  another  game 
can  often  be  started  for  them. 


A  PRACTICAL  HANDBOOK  OF  GAMES     29 
CLUB  SNATCH 

Playground;  gymnasium. 

1st  Grade  through  High  School. 

10  to  20  players. 

Plan  of  Game.  The  players  are  formed  in  two 
straight  lines  at  opposite  ends  of  the  playground  or 
gymnasium,  facing  the  center.  An  Indian  club  is 
set  up  on  a  central  line  drawn  between  the 
two  teams.  (See  __ 
diagram.)  On  a 
signal,  the  first 
player  from  each 
line  runs  out  and 
tries  to  capture 
the  club  and  carry 
it  safely  back  to 
his  own  side  with- 
out being  tagged. 

CLUB  SNATCH       . 

No  player  may  be 

tagged  until  he  has  the  club  in  his  hand,  so  the 
object  is  that  each  player  should  watch  his  chance 
and  snatch  the  club  when  the  other  is  off  his  guard, 
and  so  have  more  of  a  chance  of  carrying  it  safely 
back  to  his  side.  If  he  succeeds  in  so  doing,  his 
side  is  awarded  one  point,  but  if  he  is  tagged  before 
reaching  his  side,  the  other  side  receives  one  point. 


CiUb 


30     A  PRACTICAL  HANDBOOK  OF  GAMES 

After  each  pair  of  players  has  tried  for  the  club, 
it  is  returned  to  the  center  and  the  next  pair  run 
for  it.  When  each  player  on  each  side  has  had  one 
turn,  the  game  is  considered  finished  and  the  total 
score  is  announced. 

Remarks.  It  is  better  not  to  have  more  than 
about  ten  players  on  a  team,  as  otherwise  the 
individuals  who  are  awaiting  their  turns  are  com- 
pelled to  stand  for  too  long  a  time.  If  the  class 
is  large,  therefore,  divide  it  into  four  teams  instead 
of  two.  Very  young  children  will  have  to-  be  taught 
how  to  snatch  the  club  at  the  psychological  mo- 
ment in  order  to  avoid  being  tagged,  as  their 
tendency  is  to  take  the  club  as  soon  as  they  reach 
it  and  to  use  no  ingenuity.  If  a  child  is  not  ready 
to  run  for  the  club  when  it  is  his  turn,  one  point  is 
awarded  the  other  side  if  their  player  was  ready; 
if  neither  side  has  a  player  ready,  the  turn  of 
these  two  players  is  omitted  and  neither  side 
scores.  This  helps  to  hold  the  attention  of  all 
players  and  to  keep  them  on  the  alert  for  their 
turn. 


A  PRACTICAL  HANDBOOK  OF  GAMES     31 


CORNER  SPRY 

Playground;  gymnasium;  schoolroom. 
5th  Grade  through  High  School. 
20  to  50  players. 

Plan  of  Game.  The  players  are  divided  into 
four  teams,  each  of  which  stands  hi  the  same 
formation  as  in  "Teacher  and  Class."  On  a 
signal,  the  leader 
throws  the  bean 
bag  or  ball  to  each 
player  in  turn. 
They  throw  it 
back  to  him  until 
the  last  one 
catches  it,  when 
the  leader  runs  to 
the  head  of  the 
line,  and  the  last 
one  takes  his 
place.  The  game 
thentproceeds  as  before.  As  soon  as  each  player 
has  had  a  turn  as  leader,  and  the  original  leader 
has  returned  to  his  place,  that  team  has  finished. 
The  object  of  the  game  is,  therefore,  to  see  which 
team  can  finish  first  and  so  win  the  game. 

Remarks.     This  game  has  a  decided  element  of 
competition,  and  it  trains  the  players  to  throw  and 


Players 

X       X       X       X       X       X 

o     o    o    o    o 

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Leader 

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CORNER  SPRY 


A  PRACTICAL  HANDBOOK  OF  GAMES 


to  catch  accurately  even  when  they  are  hurrying. 
For  older  students,  it  is  excellent  preliminary  prac- 
tice for  basket  ball,  as  the  chest  throw  is  used 
entirely  and  this  familiarizes  the  players  with 
handling  the  ball.  The  competition  keeps  up  the 
interest  very  decidedly. 

DODGE  BALL 

(Simple) 

Playground;  gymnasium;  schoolroom. 
3rd  Grade  through  High  School. 
20  to  60  players. 

Plan  of  Game. 


The  players  are  divided  into 
two  teams,  A  and 
B.  The  members 
of  Team  A  form  a 
circle,  while  those 
of  Team  B  group 
themselves  inside 
the  circle.  Team 
A  has  one  or  two 
volley  balls  and, 
when  the  signal  is 
given,  these  are 
thrown  at  the 
DODGE  BALL  (SIMPLE)  members  of  Team 

B.   Anyone  hit,  must  either  drop  out  of  the  game 
temporarily,  or  join  the  circle,  according  to  the 


A  PRACTICAL  HANDBOOK  OF  GAMES     33 

agreement  at  the  beginning  of  the  game.  The 
object  of  the  game  is  to  see  who  can  stay  in  the 
center  the  longest  without  being  hit.  As  soon  as 
all  are  out,  the  sides  change,  and  the  game 
proceeds  as  before. 

Remarks.  If  the  game  is  played  out  of  doors, 
it  is  usually  advisable  in  cold  weather  to  have  the 
players  who  are  hit,  join  the  circle  and  so  keep  on 
exercising,  as  they  are  apt  to  get  chilled  if  they 
stand  around  idle  until  the  game  ends.  This  is  the 
better  way  even  in  warm  weather,  as  those  who 
are  out  lose  interest  if  the  game  lasts  for  some  time, 
and  besides  they  get  very  little  exercise,  especially 
if  they  are  hit  in  the  beginning.  It  is  often  a  good 
plan  to  use  a  stop  watch  to  see  which  side  can  stay 
in  the  center  the  longest,  in  which  case  it  is  neces- 
sary to  have  the  players  who  are  hit  drop  out  of 
the  game,  as  they  would  riot  care  to  assist  in  put- 
ting out  their  own  players. 

DODGE  BALL 
(Progressive) 

Playground;  gymnasium. 

4th  Grade  through  High  School. 

30  to  90  players. 

Plan  of  Game.  The  players  are  divided  into 
three  teams,  A,  B,  and  C.  The  field  or  gymnasium 


34     A  PRACTICAL  HANDBOOK  OF  GAMES 


earn  A  o    Team  B  ®    Team  C 

DODGE  BALL  (PROGRESSIVE) 


is  marked  off  into  three  divisions  as  in  a  basket 
ball  court  (women's  rules),  and  in  each  of  these 
divisions  one  of  the  teams  stands.  Let  us  suppose 

that  Team  A  is  at 
one  end,  Team  B 
in  the  middle,  and 
Team  C  at  the 
other  end.  Teams 
A  and  C  then  try 
to  hit  the  players 
in  Team  B  with 
volley  balls  as  in 
simple  "Dodge 
Ball."  Any  player 
who  is  hit  joins  the  side  by  which  he  was  hit.  The 
game  continues  until  all  have  been  hit.  Then  the 
players  in  Teams  A  and  C  are  counted,  and  the 
team  having  the  most  goes  into  the  center  next 
time,  while  all  from  the  original  Team  B,  take  the 
place  thus  vacated  by  the  winners. 

Remarks.  If  preferred,  a  stop  watch  may  be 
used,  so  that  the  length  of  time  that  each  team 
remains  in  the  center  can  be  recorded,  and  the 
winning  team  ascertained  after  all  three  have  been 
in  the  center.  In  this  case,  those  who  are  hit  will 
drop  out  of  the  game  temporarily  instead  of  joining 
the  side  by  which  they  were  hit. 


A  PRACTICAL  HANDBOOK  OF  GAMES     35 

EVERY  MAN  IN  His  OWN  DEN 

Outdoors. 

3rd  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Game.  If  a  comparatively  small  num- 
ber are  playing,  have  each  player  choose  some  well 
defined  spot  which  is  to  serve  as  his  den.  When 
there  is  a  large  group,  have  three  or  four  use  the 
same  den,  and  have  the  dens  scattered  about  the 
playground,  at  least  20  feet  apart. 

The  object  of  the  game  is  for  the  player  or 
players  from  each  den  to  catch  or  tag  as  many 
other  players  as  possible.  One  player  starts  the 
game  by  leaving  his  den,  and  the  others  try  to 
catch  him.  The  player  who  leaves  his  den  last  has 
precedence  over  any  other  player  on  the  field  and 
may  tag  anyone  who  does  not  belong  to  his  den. 
As  soon  as  a  player  is  caught  he  becomes  a 
member  of  the  den  into  which  he  has  been  caught 
and  must  thereafter  affiliate  himself  with,  and  try 
to  catch  others  for,  that  den.  The  game  ends 
when  all  are  brought  to  one  den.  If  time  is  called 
before  this  is  done,  the  den  in  which  there  are  the 
greatest  number,  wins. 

Remarks.  Young  children  will  often  be  un- 
willing to  change  their  loyalty  from  one  den  to 
another  as  they  are  caught,  and  so  will  deliberately 


36     A  PRACTICAL  HANDBOOK  OF  GAMES 

let  themselves  be  caught  by  the  group  with  which 
they  were  originally  associated.  This,  of  course, 
destroys  the  whole  idea  of  the  game  and  is  an 
exceedingly  unsportsmanlike  thing  to  do,  so  the 
game  leader  will  have  to  watch  for  this  and  show 
the  children  how  unfair  it  is,  and  perhaps  even 
enforce  some  penalty  to  prevent  it. 

GERMAN  BAT  BALL 

Playground;  gymnasium. 

5th  Grade  through  High  School. 

10  to  60  players. 

Plan  of  Game.  A  playing  space  is  marked  off, 
the  size  being  about  that  of  an  average  basket  ball 
court.  Players  are  then  divided  into  two  teams, 
A  and  B.  One  team  is  "at  bat"  as  in  baseball, 
the  other  in  the  field.  The  team  that  is  batting 
numbers  off  for  turns  in  batting,  and  each  batter 
in  turn  stands  on  a  designated  spot  or  base,  and, 
throwing  the  ball  (a  volley  ball  is  the  best)  up  a 
little  with  the  left  hand,  swings  the  right  arm  and 
bats  it  as  far  as  he  can.  He  then  runs  through 
the  enemy  territory,  around  a  designated  spot 
(about  50  feet  away),  and  back  again  to  where  he 
started.  He  must  not  run  outside  the  designated 
boundary  lines.  The  opponents,  in  the  meantime, 


A  PRACTICAL  HANDBOOK  OF  GAMES     37 


Safe  Territory 


try  to  hit  him  with  the  bal],  and  if  they  succeed,  he 

is  out.    If  he  gets  back  safely,  he  scores  one  run  for 

his   team.     The 

players    bat    in 

turn  until  three 

are  put  out, 

when  the  teams 

change.      The 

team    with    the 

highest  score  at 

the  end  of   the 

playing   time, 

wins. 


O 

Base 


Team  A 


ttft.  Line 


Base  for  Batters 


o    o    o  o   o    o    o 


O     O     O     O     O     O 


GERMAN  BAT  BALL 


Rules. 

1.  The    ball 
must  go  over  a 
line  about  15  feet 
from  the  batting 
base  in  order  to 
be  a  fair  ball. 

2.  Players  may  not  run  with  the  ball,  or  hold  it, 
but  at  least  three  of  the  players  in  the  field  must 
keep  the  ball  in  motion  all  of  the  time.    Penalty 
for  disregard  of  this  rule  gives  one  point  to  the 
batting  side,  even  though  the  runner  may  be  put 
out  at  the  time. 

3.  Each  runner  must  be  sure  to  make  a  complete 
circuit  of  the  post  or  tree  or  bench  which  serves  as 

51044 


38     A  PRACTICAL  HANDBOOK  OF  GAMES 

the  base  at  the  end  of  the  running  space,  and  then 
his  course  is  optional  the  rest  of  the  way.  Failure 
to  do  this  makes  the  run  illegal  and  he  must  return 
and  complete  the  circuit,  and  is  liable  to  be  hit 
by  the  ball  all  of  the  time. 

Player  is  Out: 

1.  If  his  batted  ball  fails  to  go  over  the  15-foot 
line. 

2.  If  he  is  hit  by  the  ball  thrown  by  a  player  on 
the  opposite  side,  while  in  enemy  territory. 

3.  If  his  batted  ball  is  caught  by  one  player  on 
the  opposite  side. 

4.  If  his  batted  ball  goes  out  of  bounds  on  either 
side  of  the  field. 

5.  If  he  runs  beyond  the  side  boundary  lines. 

Remarks.  Before  beginning  the  game  it  is  well 
to  coach  players  as  to  the  way  of  batting  the  ball, 
emphasizing  the  fact  that  it  must  not  be  thrown 
high,  and  the  elbows  must  be  kept  straight  all  of 
the  time  in  order  to  get  the  most  force.  Have 
them  turn  the  left  side  toward  the  field  of  play, 
just  as  in  holding  a  baseball  bat,  and  swing  the 
arm  from  the  shoulder. 

With  beginners  it  is  often  a  good  plan  to  let  them 
rest  for  a  moment  behind  the  base  at  the  opposite 


A  PRACTICAL  HANDBOOK  OF  GAMES     39 

end  of  the  field  in  order  to  watch  their  chance  for 
running  back.  While  they  are  there,  they  may 
not  be  hit  by  the  ball,  but  the  ball  must  be  kept 
moving  all  the  time  by  the  players  in  the  field. 
Gradually  shorten  the  length  of  time  that  a  runner 
may  rest  behind  the  base,  and  finally  allow  no 
pause  whatsoever. 

INDIAN  CLUB  RACE 
(Adapted  from  Potato  Race) 

Playground;  gymnasium. 

4th  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Game.  Players  are  lined  up  in  teams  as 
for  an  ordinary  relay  race.  At  the  right  of  the 
first  player  in  each  team,  a  circle  is  drawn,  and  in 
a  straight  line  in  front  of  him,  at  distances  of  4  to 
6  feet,  are  marked  a  series  of  crosses,  the  number 
depending  upon  the  age  and  ability  of  the  players. 
On  each  cross  is  placed  an  Indian  club.  At  the 
signal  the  first  player  in  each  team  runs  to  the 
first  club  and  brings  it  back  to  the  circle.  He  then 
returns  and  gets  the  next,  and  so  on  until  all  the 
clubs  are  in  the  circle.  He  then  touches  the  hand 
of  the  next  player  in  the  team  and  goes  to  the  end 
of  the  line.  The  second  player  takes  each  club 


40     A  PRACTICAL  HANDBOOK  OF  GAMES 


•f 


© 


INDIAN  CLUB  RACE 


separately  and  puts 
each  back  on  a  cross, 
until  all  are  out. 
Each  player  in  turn 
repeats  what  No.  1 
and  No.  2  have  done, 
until  all  have  run. 
The  team  which 
finishes  first,  wins. 

Remarks.  This 
game  teaches  self- 
control  and  the 
ability  to  act  quickly 
and  accurately  under 
excitement.  Every 
club  must  be  stand- 
ing before  a  player 
is  considered  to  have 
finished  his  turn. 


JUMP  ROPE  RELAY 

Playground;  gymnasium. 

5th  Grade  through  High  School. 

10  to  40  players. 

Plan  of  Game.  Players  are  divided  into  teams 
of  equal  numbers,  who  stand  one  behind  the  other 
as  in  the  usual  relay  formation.  Each  team  is  pro- 


A  PRACTICAL  HANDBOOK  OF  GAMES     41 

vided  with  a  rope  about  6  feet  in  length.  At  the 
signal  to  start,  the  first  and  second  players  in  each 
team  take  the  rope  between  them,  and  run  the 
length  of  the  team,  one  on  each  side,  dragging  the 
rope  along  the  floor  under  the  feet  of  the  others, 
each  of  whom  jumps  as  the  rope  comes  near  him. 
When  the  two  with  the  rope  reach  the  end  of  the 
team,  No.  1  lets  go  of  his  end  of  the  rope  and  takes 
his  place  at  the  end  of  the  team.  No.  2  runs  back 
to  the  front  carrying  the  rope,  and  hands  the  other 
end  to  No.  3,  and  then  these  two  proceed  down  the 
line  as  before.  When  each  one  in  the  team  has 
run,  and  when  No.  1  is  back  in  his  original  place, 
the  relay  is  ended,  and  the  team  finishing  first, 
wins. 

Remarks.  Be  sure  to  warn  those  with  the  rope 
not  to  lift  the  rope  from  the  floor  as  it  is  very  easy 
to  throw  a  player  in  that  way.  This  relay  has  the 
advantage  of  keeping  all  the  players  active  most 
of  the  time,  for  when  they  are  not  running  they 
are  jumping,  and  it  holds  everyone's  attention. 


42     A  PRACTICAL  HANDBOOK  OF  GAMES 

JUMP  THE  SHOT 

Gymnasium. 

4th  Grade  through  High  School. 

10  to  SO  players. 

Plan  of  Game.  Players  stand  in  a  circle  with 
one  in  the  center  who  is  the  swinger.  A  bean  bag 
is  tied  to  the  end  of  a  long  rope,  and  the  one  in  the 
center  swings  this  around  on  the  floor,  so  that  it 
comes  just  in  line  with  the  feet  of  the  players.  As 
the  bag  approaches  any  player  he  jumps  into  the 
air  to  avoid  it.  If  he  is  hit  he  must  drop  out  of  the 
game.  The  player  who  stays  in  the  longest,  wins, 
and  becomes  swinger  the  next  time. 

Remarks.  The  one  in  the  center  must  be 
warned  not  to  swing  the  bag  above  the  floor  as 
otherwise  it  might  hurt  someone.  Nothing  heavier 
than  a  bean  bag  should  be  used,  because  when  it 
swings  around  with  great  speed  the  force  is  likely 
to  hurt  ankles  if  a  hard  object  is  used.  Since  the 
position  of  swinger  seems  to  be  a  coveted  one,  it  is 
better  not  to  have  the  one  hit  become  the  swinger 
because,  it  has  been  discovered  that,  when  this  is 
done,  the  players  will  not  try  very  hard  to  jump. 


A  PRACTICAL  HANDBOOK  OF  GAMES     43 

LAST  COUPLE  OUT 

Playground;  gymnasium. 
Grades  8  through  8. 
10  to  40  players. 

Plan  of  Game.  Players  are  lined  up  in  couples, 
about  eight  couples  in  a  line.  One  player  stands 
in  front  of  the  line  as  caller.  When  he  calls  "last 
couple  out,"  the  two  who  are  at  the  end  of  the  line 
separate  and  run  up  to  the  front,  and  try  to  get 
together  again  before  he  catches  either  one.  If  he 
does  tag  one  of  them,  he  may  be  the  caller  again. 
If  he  fails,  he  may  choose  one  of  the  two  to  take 
his  place,  and  he  becomes  the  partner  of  the  other, 
with  whom  he  takes  his  place  at  the  beginning  of 
the  line,  the  game  proceeding  as  before. 

Remarks.  Emphasize  the  fact  that  those  who 
are  called  out  must  come  very  quietly  and  use 
various  methods  of  getting  up  to  the  front  without 
being  caught.  The  one  who  is  calling  must  also 
be  warned  not  to  look  to  either  side  until  the  couple 
is  in  sight,  so  that  they  will  have  a  fair  chance  to 
get  together. 


44     A  PRACTICAL  HANDBOOK  OF  GAMES 

MAZE  TAG 

Playground;  gymnasium. 

3rd  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Game.  Players  stand  in  parallel  ranks 
or  files,  the  number  in  each  file  depending  upon 
the  number  playing.  All  the  players  join  hands  in 
horizontal  lines  across  the  files,  thus  forming  aisles 
for  the  runners  to  pass  through.  Two  are  chosen; 
one  to  be  It,  the  other  to  be  chased.  These  two 
run  in  the  aisles  between  the  files,  until  the  leader 
(previously  chosen)  periodically  gives  the  com- 
mand "Right  (or  left)  face,"  whereupon  everyone 
turns  to  the  right  (or  left)  and  clasps  hands  again 
in  the  new  formation.  This  makes  new  aisles 
through  which  the  runners  must  go.  These  fre- 
quent changes  in  the  running  course  often  save  the 
one  who  is  being  chased  from  being  caught.  The 
leader  should  often  change  the  direction  of  facing, 
and  should  do  this  at  moments  when  the  pursuer  is 
about  to  tag  the  runner,  so  that  the  excitement  will 
be  maintained.  He  must  also  see  that  the  same  two 
runners  do  not  run  too  long  and  so  monopolize  the 
game. 

Players  may  not  break  through  the  lines  nor  tag 
across  the  hands.  As  soon  as  the  runner  is  tagged, 
he  either  becomes  It,  or  else  chooses  another  to 
take  his  place. 


A  PRACTICAL  HANDBOOK  OF  GAMES     45 

OVER  AND  UNDER  RELAY 

Playground;  gymnasium. 

5th  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Relay.  Players  are  divided  into  teams 
of  equal  numbers  who  line  up  as  for  a  regular  relay, 
with  ample  space  between  the  players.  Each  team 
is  provided  with  a  basket  ball.  When  the  signal 
is  given,  the  leader  in  each  team  passes  the  ball  over 
his  head  to  the  one  behind,  who  in  turn  passes  it 
between  his  legs  to  the  one  behind  him,  and  so  on 
alternately  down  the  line — first  over  the  head,  then 
between  the  legs,  until  the  last  player  receives  the 
ball.  He  then  runs  to  the  front  of  the  line,  and 
the  passing  is  repeated  as  before,  until  all  are  back 
in  their  original  places.  The  team  that  finishes 
first,  wins. 

Remarks.  Many  different  forms  of  passing 
can  be  used  in  this  relay  in  order  to  vary  it, 
for  example: 

1.  Have  everyone  pass  the  ball  over  the  head. 

2.  Have  everyone  pass  the  ball  between  the  legs. 

3.  Have  the  last  one  walk  to  the  front. 

4.  Pass  the  ball  back  over  the  head  then,  instead 
of  having  the  last  one  come  to  the  front,  have  the 
whole  team  face  to  one  side  and  pass  the  ball  back 


46     A  PRACTICAL  HANDBOOK  OF  GAMES 


up  the  side,  face  in  the  opposite  direction  and  pass 
it  down  that  side,  then  face  toward  the  back  of  the 
room  and  pass  the  ball  back  to  the  front  through 
the  legs.  When  the  first  one  gets  the  ball,  the  race 
is  ended.  This  last  form  is  especially  adapted  to 
crowded  quarters  where  running  is  out  of  the 
question,  or  for  students  who  are  in  any  way  limited 
in  capacity  and  so  unable  to  take  violent  exercise. 

OVERTAKE  RELAY 

Playground;  gymnasium. 

4th  Grade  through  High  School. 

10  to  20  players. 

Plan  of  Game.    Two  teams,  A  and  B,  are  lined 
up  on  opposite  side-boundaries  of  a  hollow  square. 

A  stool  or  some  other 
guide  is  placed  at  each 
of  the  four  corners. 
Each  row  of  players 
faces  a  corner  of  the 
square,  but  the  two 
rows  face  in  opposite 
directions,  the  first  one 
in  each  team  being  at 
the  corner  as  shown  in 


Team  B  • 


OVERTAKE  RELAY 


the  diagram.  On  the 
signal,  the  first  one  in  each  team  runs  around  the 
square,  each  chasing  and  trying  to  overtake  the 


A  PRACTICAL  HANDBOOK  OF  GAMES     47 

other.  When  they  have  completed  the  square 
and  are  back  at  their  starting  positions,  each  tags 
the  hand  of  No.  2  who  is  waiting  at  that  point, 
and  then  goes  to  the  end  of  the  line.  Nos.  2  im- 
mediately start  off  and  the  chase  continues,  until 
eventually  a  player  on  the  one  team  will  overtake 
a  player  on  the  opposite  team  and  tag  him,  thus 
winning  the  game  for  his  team.  If  the  teams  are 
very  evenly  matched,  it  may  be  necessary  for  all 
the  members  of  a  team  to  run  twice  or  even 
three  times  before  anyone  is  overtaken,  but  the 
game  does  not  end  until  a  player  is  tagged. 

Remarks.  This  game  is  very  exciting  and 
makes  an  excellent  interclass  contest;  each  class 
may  carry  a  ribbon  of  the  class  color  and  pass  it 
from  one  member  to  the  other  as  they  run. 

POISON  SNAKE 

Playground;  gymnasium. 
Grades  3  through  8. 
10  to  20  players. 

Plan  of  Game.  Players  stand  in  a  circle  with 
hands  joined.  ^  group  of  Indian  clubs  is  placed 
in  the  center  of  the  circle,  with  about  a  foot  of 
space  between  the  separate  clubs.  The  object  of 
the  game  is  to  have  the  players  in  the  circle  pull 


48     A  PRACTICAL  HANDBOOK  OF  GAMES 

each  other  into  the  center  so  as  to  touch  the  clubs. 

Those  who  touch  the  clubs  are  out  of  the  game. 

The  one  who  re- 
mains longest  with- 
out touching  the 
clubs,  is  the  winner. 
Remarks.  This 
game  is  somewhat 
rough,  so  if  possible 
it  is  well  to  have 
separate  circles  for 
the  boys  and  girls. 
Teach  the  players 
to  jump  over  the 

clubg     to 


Players 


POISON  SNAKE 

them,  and  to  relax  the  pull  suddenly  in  order  to 
make  another  touch  them.  The  hands  must  be 
kept  clasped  throughout  the  game.  When  several 
have  been  eliminated  from  one  circle,  have  them 
start  another  circle  in  order  to  be  occupied. 


PUSH  BALL  RELAY 

Playground;  gymnasium. 

3rd  Grade  through  High  School. 

10  to  80  players. 

Plan  of  Game.    Formation  is  the  same  as  in 
simple  form  of  relay. 


A  PRACTICAL  HANDBOOK  OF  GAMES     49 

Each  team  is  provided  with  a  wand  and  a  basket 
ball  or  a  medicine  ball.  The  object  of  the  game  is 
to  have  each  player  in  turn  push  the  ball  with  the 
wand  to  a  designated  spot  and  return.  The 
team  getting  back  to  their  original  position  first, 
wins. 

Remarks.  The  ball  may  not  be  hit — it  must 
merely  be  pushed,  the  wand  being  kept  close  to 
the  ball  all  the  time  and  a  sort  of  "scooping" 
motion  used.  The  same  rules  as  apply  in  other 
relays  apply  here. 

PUSH  CLUB  RELAY 

Playground;  gymnasium. 

3rd  Grade  through  High  School. 

10  to  80  players. 

Plan  of  Game.  This  relay  is  played  in  the  same 
\vay  as  "Push  Ball  Relay,"  except  that  an  Indian 
club  replaces  the  ball,  and  the  club  may  be  hit,  as 
well  as  pushed. 

Remarks.  Owing  to  the  shape  of  the  club  it  is 
very  difficult  to  make  it  go  straight  so  that  amusing 
situations  constantly  arise.  This  is  therefore  a 
very  interesting  game  to  use  in  a  gymnastic  meet 
of  any  kind,  as  the  audience  enjoys  it  almost  as 
much  as  the  participants. 


50     A  PRACTICAL  HANDBOOK  OF  GAMES 
RED  LIGHT 

Playground;  gymnasium. 
Grades  1  through  6. 
10  to  40  players. 

Plan  of  Game.  One  player,  who  is  chosen  to  be 
It,  stands  at  the  extreme  end  of  the  field  or  gym- 
nasium with  his  back  to  the  center.  All  other 
players  are  grouped  at  the  opposite  end.  The  one 
who  is  It  counts  up  to  ten  as  rapidly  but  as  clearly 
as  possible,  then  shouts  "Red  Light"  and  turns 
around  quickly.  While  he  is  counting,  the  other 
players  are  running  toward  him,  but  as  soon  as 
he  says  "Red  Light"  they  must  stop  at  once  and 
must  not  move  while  he  is  looking  at  them.  If  he 
should  see  a  player  moving,  he  sends  him  back  to 
the  starting  line  to  begin  again.  Then  he  turns 
around  again  and  the  game  proceeds  as  before. 
The  first  player  who  reaches  the  goal  line  on  which 
the  one  who  is  It  is  standing,  wins  the  game,  and 
may  be  It  the  next  time. 

Remarks.  The  game  is  a  variation  of  "Ten 
Steps"  in  which  game  the  players  are  supposed 
to  go  somewhere  and  hide,  and  it  can  be  played 
either  on  the  playground  or  in  the  gymnasium. 
It  gives  practice  in  quick  action  and  quick  nius- 
cular  control;  it  encourages  timid  children  to  take 
chances;  and  it  affords  continuous  exercise. 


A  PRACTICAL  HANDBOOK  OF  GAMES     51 

Caution.  Be  sure  to  emphasize  the  fact  that  a 
child  who  is  seen  moving  must  go  all  the  way  back 
to  the  starting  line  and  not  merely  make  a  feint  at 
going.  Make  it  plain  that  this  is  a  point  of  honor 
and  exclude  any  child  from  the  game  who  is  found 
not  to  be  fulfilling  the  requirement.  Be  sure  that 
the  one  who  is  It  counts  to  ten  without  skipping 
any  numbers,  and  speaks  loudly  and  distinctly 
enough  to  be  understood. 

RELAY  RACE 
(Simplest  Form) 

Playground;  gymnasium;  schoolroom. 
3rd  Grade  through  High  School. 
10  to  80  players. 

Plan  of  Game.  According  to  the  number  of 
players,  teams  of  about  ten  in  number  are  chosen. 
The  teams  line  up  in  parallel  rows,  the  leader  of 
each  team  having  his  toes  on  a  starting  line  or 
mark,  the  others  of  his  team  standing  directly 
behind  him.  On  a  signal,  the  leader  in  each  row 
runs  to  a  designated  spot  (usually  a  wall  or  fence), 
touches  it,  then  runs  back  and  touches  the  next 
player  in  his  team  who  has  moved  up  to  the  starting 
line  and  is  waiting  there  with  hand  outstretched  to 
be  touched.  After  this  the  first  player  goes  to  the 
end  of  the  line.  The  moment  the  second  player  is 


52     A  PRACTICAL  HANDBOOK  OF  GAMES 

touched,  he  dashes  off  and  runs  as  the  first  one  did. 
The  game  continues  in  this  manner  until  each 
player  has  been  touched  and  has  run  the  required 
distance  and  the  leader  is  once  more  at  the  head  of 
the  line.  The  team  which  accomplishes  this  first, 
wins  the  race. 

Variations. 

1.  Have  the  runners  skip  over  to  the  mark  and 
run  back. 

2.  Have  them  hop  over  on  one  foot,  and  back  on 
the  other. 

3.  Have  them  walk  both  ways  or  walk  one  way 
and  run  the  other. 

4.  As  each  player  returns,    instead  of   having 
him  tag  the  first  player  in   the   line,   have  him 
run  to  the  end  of  the  line  and  touch   the  last 
player  who  touches  the  one  in  front  of  him  and 
so  on  up  the  line  until  the  first  player  receives 
the  tag — when  he  runs. 

RESCUE  RELAY 

Playground;  gymnasium. 

3rd  Grade  through  High  School. 

10  to  80  players. 

Plan  of  Game.  Formation  is  the  same  as  in  the 
simple  form  of  relay,  except  that  one  player  from 
each  team  stands  facing  his  own  team  at  some 


A  PRACTICAL  HANDBOOK  OF  GAMES     53 

distance  from  it.  On  the  signal,  this  player  runs 
to  the  first  one  in  his  team,  grasps  his  hand,  and 
runs  back  with  him  to  the  leader's  original  place. 
The  original  runner  then  stays  there,  but  the  one 
whom  he  took  over  goes  back  and  gets  the  next 
player,  and  so  the  game  continues  until  all  have 
been  brought  over,  and  a  new  line  has  been  formed 
behind  the  original  leader.  The  team  that  is  first 
rescued  (that  is,  that  gets  all  its  players  to  the 
new  line  first),  wins. 

Remarks.  Players  must  be  sure  to  keep  hands 
joined  while  they  are  running,  and  both  must  go  the 
entire  distance  across  the  running  space  before  the 
one  can  return  for  the  next  player.  In  all  relays, 
in  order  to  avoid  collisions  and  to  save  time, 
instruct  runners  always  to  run  to  a  designated  side 
of  the  line  to  reach  the  next  player — right  or  left 
according  to  the  circumstances.  Be  sure  that  each 
player  waits  on  the  line  until  he  is  touched.  Dis- 
qualify any  team  or  player  that  disregards  this 
rule. 

STEALING  STICKS 

Playground;  gymnasium. 

4th  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Game.  A  large  playing  space  is  divided 
across  the  middle  by  a  well-defined  line.  The 


54     A  PRACTICAL  HANDBOOK  OF  GAMES 

players  are  divided  into  two  teams,  A  and  B,  with 
a  captain  for  each  team.  At  the  extreme  back  end 
of  each  side,  in  the  middle,  three  sticks  of  wood  or 
Indian  clubs  or  bean  bags  are  placed,  which  are 
called  the  booty.  Over  in  one  corner  on  a  line  with 
the  booty  is  marked  off  a  space  about  4  feet  square 
which  is  the  prison. 

The  object  of  the  game  is  to  steal  the  sticks,  or 
booty,  of  the  opposite  team.  As  soon  as  any  player 
crosses  the  center  line  he  is  in  enemy  territory  and 
is  liable  to  be  caught,  but  if  he  can  succeed  in 
capturing  a  stick,  club,  or  bean  bag,  or  whatever 
is  being  .used  as  booty,  he  may  then  return  to  his 
own  side  in  safety.  If  he  is  caught  before  he  gets 
the  stick,  he  must  go  to  prison  and  wait  there  until 
a  player  from  his  own  team  comes  to  get  him.  As 
soon  as  the  one  who  rescues  him  touches  his  hand, 
they  may  both  return  to  their  own  side  without 
being  tagged,  as  in  the  case  of  the  capturing  of  a 
stick.  The  game  ends  when  one  team  has  all  the 
booty  and  none  of  its  men  in  prison.  If  time  is 
called,  the  team  having  the  greater  number  of 
sticks  or  prisoners,  wins. 

Rules. 

1.  The  game  must  not  start  until  a  definite  signal 
is  given. 

2.  Only  one  stick  (bean  bag,  ball,  etc.)  or  one 
prisoner  may  be  taken  at  a  time  by  any  player. 


A  PRACTICAL  HANDBOOK  OF  GAMES     55 


Booty 


3.  Not  more  than  one  player  may  guard  either 
the  sticks  (booty)  or  the  prison. 

4.  The  guard  of  the  sticks  (booty)  may  not  sit 
or  stand  upon  the 

sticks,  but  must 
leave  them  well 
exposed. 

5.  The  last  pris- 
oner caught  at 
any  time  during 
the    game,    must 
stand   with    at 
least  one  foot  in 
the   prison;    the 


Team  A 


Dividing  Line 


TeamB 


Prison 


I  Booty 


STEALING  STICKS 


other    prisoners 

may  then  stretch 

out  from  him,  but  must  keep  their  hands  or  feet 

touching,  all  of  the  time,  in  one  continuous  line. 

The  rescuer  then  takes  the  first  one  in  the  line 

each  time,  until  all  are  freed. 

6.  No  prisoner  may  run  out  to  meet  a  rescuer 
who  is  coming  toward  him. 

Remarks.  Coach  players  to  use  strategy  in 
making  advances  for  booty;  as,  for  example,  by 
having  several  make  a  concerted  attack  and 
thus  confuse  their  opponents.  Urge  them  to  take 
risks  and  thus  keep  up  the  interest  of  the  game. 
In  cold  weather  it  is  suggested  that  prisoners 


56     A  PRACTICAL  HANDBOOK  OF  GAMES 

either  be  allowed  to  escape,  or  else  be  exchanged 
in  order  to  avoid  having  them  stand  still  too 
long. 

Sometimes  in  the  midst  of  the  game,  if  action 
seems  somewhat  slow,  the  leader  calls  out:  "Pris- 
oners may  escape."  Allowing  prisoners  to  escape 
creates  great  excitement  and  makes  everybody 
move. 

This  game  is  practically  a  universal  favorite, 
affords  much  exercise,  holds  the  interest  of  players, 
and  tends  to  encourage  timid  children  to  be  less 
afraid. 

STRAIGHT  LINE 

Gymnasium. 

3rd  Grade  through  High  School. 

10  to  60  players. 

Plan  of  Game.  The  players  are  arranged  in 
two  parallel  lines,  about  10  feet  apart,  in  file 
formation.  On  a  signal  from  the  teacher,  the  play- 
ers in  each  line  turn  away  from  the  center,  run  to 
the  opposite  end  of  the  gymnasium,  touch  the  wall, 
and  run  back  to  place.  The  object  is  to  see  which 
line  of  players  can  get  back  to  place  and  form  a 
straight  line  first.  One  point  is  awarded  to  the  line 
first  getting  back  into  order.  The  line  that  has  the 
most  points  at  the  end  of  the  play  period,  wins. 


A  PRACTICAL  HANDBOOK  OF  GAMES     57 

For  variation  have  the  lines  run  in  a  circle,  fol- 
lowing the  leader,  to  see  which  one  can  get  back  to 
place  first.  Then  have  them  face  in  the  opposite 
direction  and  have  the  player  at  the  other  end  act 
as  leader,  and  proceed  in  the  same  way.  Other 
types  of  formation  may  be  used  at  the  teacher's 
discretion. 

Remarks.  While  this  isn't  a  "game"  in  the 
true  sense,  it  can  serve  as  such  at  the  end  of  a 
gymnasium  lesson  when  the  time  is  limited.  It 
gives  the  children  good  practice  in  forming  a 
straight  line  and  coming  to  attention  with  rapidity, 
and  since  an  element  of  competition  enters,  it  holds 
their  attention.  This  is  a  good  combination  of 
free  exercise  and  fundamental  position. 


TRADES 

Playground;  gymnasium. 
Grades  1  through  6. 
10  to  60  players. 

Plan  of  Game.  The  players  are  divided  into 
two  teams,  A  and  B.  Team  A  thinks  of  some  trade 
or  occupation,  such  as  "digging  potatoes,"  "wash- 
ing windows, "  etc.,  and  advances  to  a  line  on  which 


58     A  PRACTICAL  HANDBOOK  OF  GAMES 

the  other  team  is  standing.    As  Team  A  advances 
the  following  conversation  ensues: 

Team  A:  "Here  we  come." 

TeamB:  "Where  from?" 

Team  A:  "New  York." 

Team  B:  "What's  your  trade?" 

Team  A:  "Lemonade." 

Team  B:  "How  do  you  do  it?" 

The  players  on  Team  A  then  perform  the  action 
while  the  other  players  try  to  guess  the  trade.  As 
soon  as  a  player  on  Team  B  gives  the  correct 
answer,  the  whole  team  chases  the  players  on 
Team  A  as  far  as  their  goal  line,  trying  to  catch  as 
many  as  possible  before  they  reach  there.  Any 
Team  A  players  who  are  caught  return  with  the 
catchers  and  become  members  of  their  testm.  The 
game  continues  in  this  manner  until  a  specified 
number  of  Team  A  players  are  caught  by  Team  B. 
Then  Team  B  may  choose  a  trade,  and  Team  A 
does  the  guessing. 

Remarks.  If  the  guessing  side  seems  slow  in 
finding  out  the  trade,  have  the  actors  give  the 
initials  of  each  word,  as  "W.  T.  W." — "washing 
the  windows,"  as  this  will  help  to  speed  up  the 
action.  This  game  has  about  the  same  features  in 
its  favor  as  "  Flowers  and  the  Wind  "  and  is  equally 
popular. 


A  PRACTICAL  HANDBOOK  OF  GAMES     59 

VARIETIES  OF  "THREE  DEEP"  AND 
RELATED  GAMES 

Playground;  gymnasium. 
4th  Grade  through  High  School. 
20  to  50  players. 

1.    SIMPLEST     FORM 

Plan  of  Game.  Players  stand  facing  the  center 
in  a  double  circle;  that  is,  in  two  circles  with  one 
player  directly  behind  the  other,  so  as  to  form  pairs 
or  couples.  Two  players  are  chosen,  one  to  act  as 
runner,  the  other  as  chaser.  The  object  of  the  game 
is  for  the  chaser  to  tag  the  runner.  The  runner  and 
chaser  start  outside  the  circle  usually  at  points 
opposite  each  other.  Whenever  the  runner  is  about 
to  be  tagged,  he  runs  in  front  of  any  pair  in  the 
circle  and  stands  there,  whereupon  that  group 
being  thus  made  "three  deep,"  the  outer  one  of  the 
three  must  run,  and  the  chaser  then  tries  to  tag 
him.  When  a  player  is  tagged  he  becomes  the 
chaser,  the  former  chaser  becomes  a  runner,  and 
the  game  continues  as  before. 

Remarks.  When  there  are  a  great  many  play- 
ing, it  is  better  to  have  two  runners  and  two 
chasers. 

Be  sure  to  coach  players  to  dodge  in  front  of  a 
couple  frequently  so  that  all  will  have  a  share  in 
the  game. 


60     A  PRACTICAL  HANDBOOK  OF  GAMES 

To  vary  the  game,  have  the  runner  stop  behind 
a  pair,  whereupon  the  one  in  front  must  run;   or 


New  Runner 


o  Chaser 


THREE  DEEP 

to  change  it  more  completely,  reverse  the  positions 
by  having  the  third  man  become  chaser  and  the 
chaser  become  the  runner. 

2.  TWO  DEEP* 

Plan  of  Game.  Players  are  seated  in  a  single 
circle.  Two  are  chosen  to  act  as  chaser  and  runner 
as  in  the  "Simplest  Form  of  Three  Deep."  The 


*  The  procedure  and  rules  for  the  variations  of  "Three  Deep" 
are  the  same  as  in  the  "Simplest  Form"   of  the  game. 


A  PRACTICAL  HANDBOOK  OF  GAMES     61 

runner  instead  of  standing  in  front  of  a  player  for 
safety,  must  sit  in  front  of  him,  whereupon  that 
one  must  jump  up  and  run. 

Remarks.  The  advantage  of  this  game  is  that 
it  requires  agility  to  be  able  to  sit  and  stand 
quickly,  and  thus  an  element  of  interest  is  added 
for  older  players.  If  there  is  a  large  group  play- 
ing, have  the  players  sit  in  a  double  circle  and 
proceed  as  in  "Three  Deep." 

3.    PARTNERS  SIDE  BY  SIDE 

(Single  Circle) 

Plan  of  Game.  Partners  stand  in  single  circle, 
side  by  side,  hands  joined.  The  one  who  is  being 
chased  grasps  the  left  hand  of  one  player,  where- 
upon his  partner  must  run. 

4.  PARTNERS    FACING 

(Double  Circle) 

Plan  of  Game.  In  this  form  of  the  game  the  one 
who  is  being  chased  runs  in  between  a  couple,  and 
the  one  to  whom  his  back  is  turned  must  run. 

5.  STRIDE  STANDING 

(Double  Circle) 

Plan  of  Game.  Here  players  stand  with  their 
legs  astride.  The  one  who  is  being  chased  dives  in 


62     A  PRACTICAL  HANDBOOK  OF  GAMES 

between  the  legs  of  a  couple,  and  the  last  man 
must  then  run. 

6.     SITTING  AND  JUMPING 

(Single  Circle) 

Plan  of  Game.  Players  sit  in  a  single  circle. 
The  one  who  is  being  chased  jumps  over  a  player 
from  the  back,  whereupon  that  player  must  get  up 
and  run. 

UP  AND  DOWN  RELAY 

Playground;  gymnasium. 
Grades  3  through  8. 
10  to  40  players. 

Plan  of  Game.  Players  and  clubs  are  arranged 
as  shown  in  the  diagram.  On  the  signal,  the  first 


•> v^ 

1  2  3  4   » 


•O    t  x         jc         x          x '  Team  A 


0}  Team  B 
•>J 


UP  AND  DOWN  RELAY 

player  in  each  team  runs  to  the  clubs  and  knocks 
each  down  in  succession.  He  then  returns  to  the 
next  player  in  line,  tags  his  hand  and  goes  to  the 
end  of  his  team.  The  game  then  proceeds  as  hi 
other  relays,  except  that  one  player  knocks  down, 
and  the  next  sets  up,  the  clubs.  Only  one  club  can 


A  PRACTICAL  HANDBOOK  OF  GAMES      63 

be  set  up  or  knocked  down  at  a  time,  and  before  a 
player  is  considered  to  have  completed  his  turn, 
every  club  must  be  standing  or  every  club  must  be 
down. 

Remarks.  This  relay  is  somewhat  like  the 
"Indian  Club  Race,"  but  it  is  simpler  in  form  as 
there  are  only  three  clubs  to  be  set  up  and  not  so 
much  running  back  and  forth  for  the  individual 
players.  It  gives  children  practice  in  self-control 
under  stress  of  excitement,  however,  and  is  a  good 
preparation  for  the  "All  Up  Relay"  or  the  "  Indian 
Club  Race." 

WHIP  TAG 

Playground;  gymnasium. 
Grades  1  through  6. 
10  to  30  players. 

Plan  of  Game.  This  is  almost  exactly  like 
"Skip  Away,"  except  for  the  fact  that  the  runner 
carries  a  whip  (a  knotted  ribbon  or  handker- 
chief), which  he  puts  into  the  hands  of  one  of 
the  players  who  are  all  standing  in  a  circle,  with 
their  hands  held  open  behind  their  backs.  As  soon 
as  a  player  receives  the  whip  he  gives  chase  to  the 
one  who  gave  it  to  him,  and  tries  to  hit  him  with 
it  before  he  can  get  back  to  the  vacant  place  in 
the  circle.  The  whipper  then  goes  around  the 


64     A  PRACTICAL  HANDBOOK  OF  GAMES 

circle  once  more,  dropping  the  whip  into  another 
player's  hands,  and  the  game  proceeds  as  before. 
A  fast  runner  will  probably  not  be  hit  at  all,  so  it 
is  a  great  incentive  to  each  runner  to  go  as  fast 
as  possible. 

Remarks.  To  make  the  game  a  little  more 
exciting,  have  all  of  the  players  in  the  circle  keep 
their  eyes  closed  and  urge  the  runner  to  go  as 
quietly  as  possible  so  that  no  one  will  know  into 
whose  hands  he  is  going  to  drop  the  whip.  This 
affords  opportunity  to  teach  the  children  to  play 
honestly  and  not  "peek."  If  players  are  tempted 
to  open  their  eyes  to  peek,  make  it  a  strong  point 
that  the  whip  will  never  be  given  to  any  one  who 
does  not  play  fair  and  keep  his  eyes  closed. 

BASKET  BALL  RELAY,  No.  1 

Playground;  gymnasium. 

4th  Grade  through  High  School. 

10  to  100  players. 

Plan  of  Game.  Formation  is  the  same  as  for 
simple  form  of  relay.  The  leader  of  each  team 
holds  a  basket  ball  or  a  baseball.  On  the  signal  he 
runs  to  a  designated  spot  opposite  his  team,  turns 
around,  and  throws  the  ball  back  to  the  second 
player  in  his  team,  who  has  stepped  up  to  the  start- 
ing line.  The  second  player,  on  catching  the  ball, 


A  PRACTICAL  HANDBOOK  OF  GAMES     65 

runs  as  the  first  one  did,  and  the  race  proceeds  in 
this  way  until  every  player  has  caught  the  ball 
and  crossed  to  the  opposite  side.  The  team  wins 
which  first  has  all  its  members  on  the  opposite  side. 

Remarks.  For  younger  players  a  bean  bag  may 
be  substituted  for  either  kind  of  ball.  When  a 
basket  ball  is  used,  have  different  throws  used  in 
order  to  train  prospective  basket  ball  players  in 
the  various  methods  of  passing ;  and  also  emphasize 
the  correct  way  of  catching.  If  a  baseball  is  used, 
have  the  underhand  throw  used,  and  when  girls 
are  playing,  use  an  indoor  baseball.  This  relay 
furnishes  excellent  preparatory  practice  for  basket 
ball  and  baseball. 

BASKET  BALL  RELAY,  No.  2 

Basket  Ball  Court. 

7th  Grade  through  High  School. 

10  to  20  players. 

Plan  of  Game.  Two  teams,  A  and  B,  are  lined 
up  across  the  end  boundaries  of  the  basket  ball 
field.  On  a  signal,  the  first  member  of  each  team 
runs  with  the  basket  ball  to  the  opposite  end  of  the 
field,  and  tries  to  put  the  ball  into  the  basket.  He 
stays  until  he  succeeds,  whereupon  he  returns  to 
the  second  member  in  his  team,  and  gives  him 
the  ball.  The  second,  then  proceeds  as  the  first 


66     A  PRACTICAL  HANDBOOK  OF  GAMES 

one  did.  This  is  repeated  until  every  member  of 
the  team  has  succeeded  in  putting  the  ball  into  the 
basket  and  has  returned  to  his  side.  The  team 
on  which  the  last  player  returns  first,  wins. 

Variation.  Have  two  players  run  down  the 
field  at  the  same  time,  passing  the  ball  zigzag  to 
each  other,  taking  turns  at  trying  for  the  basket 
until  the  ball  goes  in,  then  returning  in  the  same 
manner.  This  keeps  more  people  active  and  also 
gives  excellent  practice  in  passing  and  catching. 
(See  cautions  under  "Pass  and  Catch  Relay.") 

Remarks.  Speed  and  accuracy  are  great  factors 
in  this  game,  and  the  ability  to  shoot  baskets  under 
the  stress  of  the  moment  is  cultivated.  Thus  it 
gives  a  coach  opportunity  to  discover  good  "for- 
ward" material  for  basket  ball. 

BASKET  BALL  RELAY,  No.  3 

Basket  Ball  Court. 

8th  Grade  through  High  School. 

10  to  20  players. 

Plan  of  Game.  Two  teams  are  lined  up  in 
parallel  lines,  the  leaders  standing  on  the  first 
division  line  of  the  basket  ball  field,  the  others  in 
a  line  behind,  and  all  facing  the  basket. 

On  the  signal,  the  leader  of  each  team,  each 
holding  a  basket  ball,  runs  to  the  same  basket  and 


A  PRACTICAL  HANDBOOK  OF  GAMES     67 

tries  to  put  his  ball  into  the  basket.  Whether  he 
succeeds  or  not  he  immediately  returns  to  the  second 
member  of  his  team,  gives  him  the  ball,  and  goes 
to  the  end  of  the  line.  The  second  member  then 
has  a  try  at  the  basket,  and  so  on  through  the 
whole  team. 

Every  time  a  player  puts  the  ball  into  the  basket 
it  counts  one  point  for  his  team.  The  team  finish- 
ing first  is  also  awarded  one  point,  so  the  winning 
team  is  the  one  that  gets  the  greater  number  of 
points. 

Remarks.  This  game  is  perhaps  better  suited 
to  skilled  basket  ball  players;  for  since  only  one 
trial  for  the  basket  is  permitted,  beginners  would 
make  almost  no  score  and  so  would  get  very  little 
practice  in  shooting. 

Always  insist  upon  having  the  ball  carried  back 
and  put  into  the  hands  of  the  next  player — it  must 
not  be  thrown. 

BASKET  BALL  SHUTTLE  RELAY 

Gymnasium. 

8th  Grade  through  High  School. 

20  to  50  players. 

Plan  of  Game.  Players  are  lined  up  in  teams 
asm  "Shuttle  Relay." 

On  the  signal,  the  first  player  in  the  half  of  each 
team  that  is  facing  down  the  gymnasium  throws 


68     A  PRACTICAL  HANDBOOK  OF  GAMES 

a  basket  ball  to  the  first  player  in  the  other  half 
of  his  team  lined  up  just  opposite,  and  then  runs 
across  the  gymnasium.  When  this  player  crosses 
the  line  on  which  the  player  who  has  just  caught 
the  ball  is  standing,  the  latter  throws  the  ball 
across  to  the  player  facing  him  on  the  opposite 
side  and  runs  across  to  that  side,  even  as  the  first 
player  did.  This  continues  back  and  forth  until 
all  the  players  on  a  team  have  exchanged  sides. 
The  team  on  which  the  last  player  reaches  tlhe 
opposite  side  first,  wins. 

Variation.  Instead  of  having  the  player  who 
holds  the  ball  throw  it  as  soon  as  the  one  who  is 
running  crosses  the  line  on  which  he  is  standing, 
have  the  runner  go  to  the  last  player  on  the  team 
and  tag  him ;  he  in  turn  tags  the  one  in  front  of 
him,  and  so  on  up  the  line  until  the  first  one 
receives  the  tag,  when  he  throws  the  ball  and  runs. 
This  gives  everyone  a  chance  to  participate  more 
directly  in  the  game  each  time,  and  also  helps  to 
hold  the  interest  and  to  teach  quick  reaction  and 
self-control. 

Remarks.  This  game  has  an  advantage  over 
"Basket  Ball  Relay,  No.  1,"  in  that  there  is  no 
running  with  the  ball,  and  that  there  is  the  added 
element  of  practice  in  passing  and  catching.  It 
is,  of  course,  a  more  advanced  form. 

See  diagram  for  "Shuttle  Relay." 


A  PRACTICAL  HANDBOOK  OF  GAMES     69 

BOSTON 
(Cover  Stool) 
Gymnasium. 

3rd  Grade  through  High  School. 
10  to  SO  players. 

Plan  of  Game.  Players  are  seated  in  a  circle  on, 
stall  bar  benches,  or  chairs.  There  is  one  empty 
chair,  in  which  one  player  who  stands  in  the  center 
tries  to  sit.  The  center  player  calls  out  period- 
ically, " Change  left,"  or  "Change  right,"  where- 
upon everyone  who  is  seated  must  change  places, 
moving  only  in  the  designated  direction,  while 
he  rushes  for  the  empty  chair.  If  he  should  capture 
it,  the  one  next  to  it  who  failed  to  fill  it  in  time 
must  go  into  the  center.  The  game  continues 
thus  indefinitely. 

Remarks.  This  game  can  be  used  equally  well 
for  grown  people  in  community  gatherings  and 
affords  much  amusement. 

BOUNDARY  BALL 

Playground;  gymnasium. 

6th  Grade  through  High  School. 

10  to  40  players. 

Plan  of  Game.  The  field  or  gymnasium  is 
divided  into  two  parts  by  a  line  drawn  through 
the  center  on  the  ground  or  floor.  The  players 


70     A  PRACTICAL  HANDBOOK  OF  GAMES 


Rear  Boundary 


Starting  Position 


Team  A 


form  two  teams,  A  and  B,  and  line  up  on  either 
side  of  the  center  line,  about  10  feet  from  it. 

The  object  of  the  game  is  for  the  one  team  to 
throw  the  ball  over  the  opponents'  rear  boundary 
line,  thus  scoring  one  point  toward  winning. 

The  game  is  started  by  having  one  member  of 
the  team  that  wins  the  toss  up  take  the  first  throw. 
The  point  at  which  the  op- 
posing team  stops  the  ball 
indicates  the  point  at  which 
they  must  line  up  for  their 
throw.  Thus  the  object  of 
the  team  that  throws  is  not 
only  to  throw  the  ball  over 
the  opponents'  boundary 
line,  but  also  to  force  the 
other  team  back  as  far  as  pos- 
sible. If  the  ball  should  fall 
in  front  of  a  team,  any  mem- 
ber may  run  forward  and 
stop  it,  and  the  whole  team  may  move  up  to  that 
point,  but  never  farther  than  the  original  starting 
place,  that  is  10  feet  from  the  center  line. 
The  side  first  scoring  five  points,  wins. 

Remarks.  This  game  which  is  similar  to  "  Catch 
Ball"  is  excellent  preliminary  practice  for  basket 
ball,  as  it  involves  quick  passing  and  catching, 
and  keeps  the  teams,  as  a  whole,  active  all  the  time. 


Rear  Boundary 


BOUNDARY  BALL 


A  PRACTICAL  HANDBOOK  OF  GAMES      71 

BRONCO  TAG 
Gymnasium. 

7th  Grade  through  High  School. 
14  to  50  players. 

Plan  of  Game.     Players  stand  in  a  circle  in 

groups  of  three,  one  behind  the  other,  the  second 
clasping  the  first  and  the  third  clasping  the  second 
around  the  waist.  The  first  of  each  group  of 
three  represents  the  head  o£/the  bronco,  the  second 
the  body,  the  third  the  tail.  Two  players  are 
chosen  who  chase  each  other  around  the  circle. 
The  one  who  is  being  chased,  to  avoid  being 
caught,  tries  to  catch  hold  of  the  tail  of  the  bronco, 
but  the  bronco  turns  away  from  him  and  tries  to 
keep  him  off  by  dodging  first  one  way  and  then 
another.  If  he  should  succeed  in  keeping  hold  of 
the  bronco,  the  player  who  is  the  head  must  then 
run  and  be  chased,  and  so  the  game  continues. 
If  the  chaser  tags  the  runner  before  he  catches 
hold  of  a  bronco's  tail,  then  the  runner  becomes 
the  chaser  and  must  try  to  tag  him. 

Remarks.  This  is  a  very  lively  and  amusing 
form  of  the  game,  " Three  Deep,"  and  players 
must  be  warned  to  keep  tight  hold  of  one  another 
when  the  bronco  is  "bucking."  The  game  may 
be  too  rough  for  younger  children  so  it  may  be 
wiser  to  restrict  its  use  to  older  ones,  especially  in 
the  case  of  boys. 


72     A  PRACTICAL  HANDBOOK  OF  GAMES 


CAPTAIN  BALL 

(Simplest  Form) 
Gymnasium. 

7th  Grade  through  High  School. 
14  players. 

Plan  of  Game.  Three  circles  are  drawn  on  the 
floor  in  each  half  of  the  playing  space,  in  triangular 
arrangement,  about  15  feet  being  allowed  between 
the  circles  in  each  triangle.  These  circles  are  the 
bases.  The  players  are  divided  into  two  teams, 
as  Team  A  and  Team  B,  and  each  team  consists 
of  three  basemen  (one  of  whom  is  the  captain), 


,  Team  B 
Guard 


Ficl  lers 


Team  A 


Team  B 


CAPTAIN  BALL 

three  guards,  and  a  fielder.  The  basemen  stand  in 
the  bases,  the  guards  of  Team  A  hi  front  of  those 
o^  Team  B,  and  vice  versa,  and  the  fielders  almost 
in  the  middle  of  the  playing  space,  although  they 
are  at  liberty  to  run  at  large  and  to  catch  the  ball. 


A  PRACTICAL  HANDBOOK  OF  GAMES     73 

The  object  of  the  game  is  to  have  a  captain 
catch  the  ball  when  it  is  thrown  from  one  of  his 
basemen.  Each  time  he  does  so  it  scores  one  point 
for  his  side. 

The  game  is  started  by  having  the  ball  tossed  up 
between  the  two  fielders  standing  in  the  center. 
The  one  who  catches  it  has  the  privilege  of  the 
first  throw.  The  game  then  continues,  each  side 
trying  to  throw  the  ball  from  a  baseman  to  the 
captain,  while  the  guards  try  to  intercept  the 
throws.  Each  time  the  captain  catches  the  ball, 
it  is  taken  back  to  the  center,  and  the  game 
begins  again,  as  before.  The  time  is  divided  into 
halves,  the  side  having  the  higher  score  at  the 
end  of  the  second  half,  winning.  At  the  end  of 
the  first  half,  the  guards  and  basemen  change 
places. 

Fouls.    It  is  a  foul : 

1.  For  a  baseman  to  step  out  of  his  base  with 
more  than  one  foot. 

2.  For  a  guard  to  step  inside  a  base,  even  with 
one  foot. 

3.  To  snatch  the  ball  from  an  opponent. 

4.  To  bounce  the  ball  more  than  once. 

5.  To  run  with  the  ball. 

*_ 

6.  To  hand  the  ball  instead  of  throwing  it. 

7.  For  a  player  to  hold  the  ball  more  than  three 
seconds. 


74     A  PRACTICAL  HANDBOOK  OF  GAMES 

Penalty  for  any  one  of  the  above  is  a  free 
throw  by  a  baseman  to  his  captain. 

Remarks.  When  there  are  more  than  fourteen 
players,  more  circles  can  be  added  to  accommodate 
the  greater  number.  For  more  advanced  forms 
of  the  game,  see  Jessie  Bancroft's  "Games  for  the 
Playground,  Home,  School,  and  Gymnasium" 
(Macmillan). 

Where  the  playing  space  is  limited  this  game  is 
an  excellent  substitute  for  basket  ball,  and  can  be 
used  as  a  game  preliminary  thereto,  as  it  gives 
practice  in  catching,  passing,  and  guarding,  and 
embodies  many  of  the  rules  of  basket  ball. 

CATCH  BALL 

Gymnasium;  schoolroom. 

7th  Grade  through  High  School. 

20  to  50  players. 

Plan  of  Game.  When  played  in  the  gymnasium, 
if  there  is  a  basket  ball  court  marked  in  three 
divisions  as  for  women's  rules,  one  team  (A)  is 
scattered  over  the  space  at  one  end,  the  other  team 
(E)  at  the  opposite  end;  and  the  central  space  is 
called  neutral  territory.  These  divisions  can 
easily  be  marked  with  chalk  when  there  is  no 
basket  ball  court,  and  in  the  schoolroom  certain 
rows  of  desks  are  designated  as  the  neutral  space. 


A  PRACTICAL  HANDBOOK  OF  GAMES     75 


Team  A 


Neutral  Territory 


The  object  of  the  game  is  for  one  team  to  throw 
a  basket  ball  across  the  neutral  territory  into  the 
space  occupied  by  the  opposing  team  and,  if 
possible,  to  make  the  ball  land  on  the  floor. 

At  the  start,  to  determine  which  team  may 
serve  first,  two  players,  one  from  each  team,  are 
called  into  the 
central  or  neu- 
tral area,  and  the 
ball  is  tossed  up 
between  them. 
The  player  who 
either  catches 
the  ball  or  bats 
it  into  his  own 
territory  wins 
the  first  serve 
for  his  team. 
That  team  then 
serves.  If  the 
opposing  team 
catches  the  ball, 
it  immediately  throws  it  back,  and  has  the  privilege 
of  scoring  a  point  if  the  ball  hits  the  floor.  If  the 
ball  is  not  caught,  the  first  team  serves  again. 
However,  every  time  the  ball  is  thrown  into 
neutral  territory,  the  serve  changes. 

Whenever  one  team  causes  the  ball  to  land  on 
the  floor  in  the  territory  of  the  opponents,  one 


CATCH  BALL 


76     A  PRACTICAL  HANDBOOK  OF  GAMES 

point  is  scored  for  the  team  who  did  the  throwing; 
but  if  the  ball  lands  in  the  neutral  territory,  one 
point  is  scored  by  the  opposite  team.  The  team 
first  getting  twenty-five  points,  wins  the  game. 

Remarks.  The  more  rapidly  the  ball  is  passed 
back  and  forth,  the  better  is  the  chance  of  scoring, 
so  coach  the  players  not  to  wait  when  they  catch 
the  ball,  but  to  throw  it  back  immediately  and  to 
aim  at  a  spot  where  no  opponent  is  standing.  If 
certain  players  seem  to  monopolize  the  play, 
change  the  positions  from  time  to  time  so  that  all 
may  have  an  equal  opportunity.  The  long  over- 
arm pass  is  usually  most  successful,  and  thus  this 
game  affords  excellent  preliminary  practice  for 
basket  ball,  since  it  also  gives  training  in  catching 
and  gaining  speed  in  handling  the  ball. 

CORNER  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Game.  A  playing  space  about  the  size 
of  an  average  basket  ball  court  is  divided  in 
half,  and  goals  about  2  feet  square,  are  marked  off 
in  the  further  corners  of  each  half.  The  players 
are  divided  into  two  teams,  which  stand  scattered 


A  PRACTICAL  HANDBOOK  OF  GAMES     77 


Team  A 


about  in  each  half  of  the  field.  In  each  goal  is 
stationed  one  player  who  is  goal  man  for  the  team 
on  the  opposite  side  of  the  field. 

The  object  of 
the  game  is  to 
throw  the  ball 
over  the  heads  of 
the  opponents  to 
one  of  the  goal 
men  at  the  rear. 
Each  tune  the 
ball  is  caught 
by  a  goal  man 
it  counts  one 
point  for  the  side 
thro  wing  it.  The 
side  first  gaining 
twenty  points, 


Team  B 


wins. 


CORNER  BALL 


Fouls. 

1.  No  player  may  cross  the  line  which  divides 
the  field. 

2.  The  goal  men  may  not  step  out  of  their  goals. 

3.  No  opponent  may  step  inside  a  goal. 

If  a  ball  is  caught  by  a  goal  man  as  a  result  of 
any  of  the  above  fouls,  it  does  not  score. 
Penalty  for  fouls :  Ball  goes  to  the  other  side. 


78     A  PRACTICAL  HANDBOOK  OF  GAMES 


CORNER  KICK  BALL 


Goal  Line 


Playground;  gymnasium. 

7th  Grade  through  High  School. 

10  to  20  players. 

Plan  of  Game.  Players  are  divided  into  two 
teams  which  line  up  about  50  feet  away  from  each 
other,  facing  the  center  of  the  field  or  gymnasium. 
A  line  is  drawn  across  the  middle  of  the  field,  and, 

on  this,  a  basket 
ball  or  a  soccer 
ball  is  placed. 
Four  players, 
one  from  both 
ends  of  each 
team,  come  to 
the  center  and 
stand  around  the 
ball.  On  the  sig- 
nal, each  tries  to 
kick  the  ball  to- 
ward the  oppo- 
nents' goal  line 
on  which  the 

members 


•0- 


Ball 


\ 


\ 


Goal  Line 


CORNER  KICK  BALL 


are  standing.    When  it  comes  near  a  goal  line,  the 
members  of  that  team  kick  it  away.    The  object 


A  PRACTICAL  HANDBOOK  OF  GAMES     79 

of  the  game  is  to  kick  the  ball  over  the  opponents' 
goal  line,  each  goal  thus  gained  counting  one  point. 
Whenever  a  goal  is  made,  the  ball  goes  back  to  the 
center,  and  four  more  players  come  out  and  start 
the  game  as  before. 

The  side  first  gaining  five  points,  wins. 

The  players  on  the  goal  line  may  not  run  out 
more  than  two  feet  to  kick  the  ball. 

The  ball  may  not  be  touched  with  the 
hands. 

Penalty  for  the  latter:  Ball  goes  back  to  the 
center  and  is  started  as  at  the  beginning. 


DRIVE  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

10  to  80  players. 

Plan  of  Game.  A  field  or  playground  space, 
about  50  feet  long  and  30  feet  wide,  is  divided  into 
two  equal  parts  with  a  line  across  the  center.  At 
the  center  of  the  back  line  of  each  side,  a  goal  about 
4  feet  wide  and  2  feet  long  is  marked.  Bases  are 
marked  at  certain  distances  over  each  half  of  the 
field,  the  number  and  distance  being  determined 
by  the  number  of  players.  Players  are  divided 


Goal 


Team  A 


80     A  PRACTICAL  HANDBOOK  OF  GAMES 

into  two  teams,  and  each  player  stands  on  a  base, 
from  which  he  may  not  move  more  than  2  feet, 
while  one  player,  chosen  beforehand,  guards  each 
goal.  The  object  of  the  game  is  to  bat  the  ball 
into  the  opponents'  goal. 

The  game  is  started  by  two  players,  previously 
selected,  one  from  each  side,  who  stand  on  the 
middle  line,  each  facing  his  own  goal.  The  ball  is 

tossed  up  be- 
tween them  and 
each  tries  to  bat 
it  with  his  fist 
toward  his  op- 
ponent's side. 
The  game  there- 
after continues 
by  each  team's 
trying  to  bat  the 
ball  toward  the 
opponents'  goal 
and  to  keep  it 
from  their  own. 
The  ball  must 
not  be  caught  or 
thrown,  but  if  it  falls  to  the  ground  it  may  be 
picked  up  and  batted  again. 

Every  time  the  ball  goes  into  the  goal  it  scores 
two  points  for  the  attackers.  For  every  foul,  one 
point  is  scored  for  the  opposing  side. 


o 
Team  B 


Goal 


DRIVE  BALL 


A  PRACTICAL  HANDBOOK  OF  GAMES     81 

'  X 

.   x 

Fouls.     I^is  a  foul  to  catch  the  ball,  to  hold  it, 
to  throw  it,  or  t$  cross  the  middle  line. 


FIGURE  EIGHT  RELAY 

Playground;  gymnasium. 
Grades  5  through  8. 
10  to  40  players. 

Plan  of  Game.  Formation 
is  the  same  as  in  "Up  and 
Down  Relay. ' '  On  the  signal, 
the  first  player  in  each  team 
runs  to  the  clubs,  and  weaves 
his  way  between  them  de- 
scribing a  figure  eight,  both 
going  and  returning.  He  then 
runs  back  to  his  team,  touches 
the  hand  of  the  next  one  in 
line,  who  proceeds  in  the  same 
way,  and  so  on,  the  race  con- 
tinuing as  in  other  relays.  If 
a  player  knocks  a  club  down, 
he  must  stop  and  set  it  up 
again. 

Remarks.  The  value  of  this  relay  lies  in  the 
fact  that  great  care  must  be  used  when  making 
the  figure  eight,  but  speed  must  be  maintained 


FIGURE  EIGHT  RELAY 


82     A  PRACTICAL  HANDBOOK  OF  GAMES 

at  the  same  time.    Every  club  must  be  left  stand- 
ing before  a  player  may  return  to  his  team. 

FLOOR  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

10  to  30  players. 

Plan  of  Game.  When  played  indoors,  the  play 
space  is  the  entire  gymnasium  floor;  when  played 
out  of  doors,  it  is  a  field,  about  40  x  80  feet  in  size. 
A  goal  line  is  drawn  across  each  end,  about  3  to 
5  feet  from  the  wall,  or  boundary,  the  intervening 
space  serving  as  the  goal.  If  possible,  a  rope  is 
also  stretched  across  each  end  of  the  room  or  field, 
5  feet  above  the  goal  lines. 

The  players  are  divided  into  two  teams,  and  at 
the  beginning  of  the  play  they  must  line  up  behind 
the  goal  lines.  A  referee  is  chosen,  or  the  teacher 
or  game  leader  may  act  as  referee.  The  ball  used 
is  a  basket  ball  or  volley  ball,  and  it  is  put  in  play 
on  the  goal  line  of  the  team  winning  the  toss  up. 
One  of  the  players  chosen  from  that  side,  bats  the 
ball  while  it  is  on  the  line.  Then  he  and  all  of  his 
team  mates  run  out,  keeping  on  a  line  with  the 
ball.  At  the  same  time  all  the  players  from  the 
other  team  run  out  from  their  goal  and  oppose 
them. 


A  PRACTICAL  HANDBOOK  OF  GAMES     83 


The  object  of  the  game  is  to  bat  (not  throw) 
the  ball  over  the  opponents'  goal  line,  and  each 
time   this   is 
done  it  counts 
three  points. 

When  the 
ball  is  stopped 
by  two  or  more 
players  for  any 
length  of  time, 
the  referee 
must  blow  his 
whistle,  stop 
the  play,  and 
select  two 
players  who 
must  stand 
with  the  ball 
between  them; 
and,  at  the  signal,  try  each  to  bat  the  ball  toward 
his  own  goal. 

The  playing  time  is  divided  into  halves,  the 
length  to  be  determined  by  the  age  of  the  players. 
The  goals  are  changed  at  the  end  of  the  first  half. 
The  side  having  the  higher  score  at  the  end  of  the 
second  half,  wins.  After  the  first  half  the  ball  shall 
be  put  in  play  by  the  side  not  putting  it  in  play 
last. 


Goal 


FLOOR  BALL 


84     A  PRACTICAL  HANDBOOK  OF  GAMES 

Fouls. 

1.  Catching  or  holding  the  ball  with  two  hands. 

2.  Kicking  the  ball,  or  stopping  it  with  the  foot. 

3.  Touching  of  the  ball  a  second  time  by  the 
one  who  puts  it  in  play  at  beginning,  before  it  is 
touched  by  another. 

4.  Striking  ball  with  fist. 

5.  Tackling,  holding,  or  pushing  an  opponent. 
A  foul  gives  the  ball  to  the  opposite  side  at  the 

point  where  the  foul  was  made. 

Remarks.  This  game  is  likely  to  become  very 
rough  unless  carefully  watched,  and  there  will 
always  be  a  tendency  for  players  to  "  bunch  "  where 
the  ball  is.  Coach  players  to  keep  as  open  a 
formation  as  possible,  and  to  bat  the  ball  along  the 
floor  from  one  to  another.  It  is  best  for  a  player, 
when  putting  the  ball  in  play,  to  bat  it  lightly  to 
another  player  on  his  side  who  will  dribble  it  with 
the  hand  as  far  as  possible. 


A  PRACTICAL  HANDBOOK  OF  GAMES     85 

HANG  TAG 

Gymnasium. 

7th  Grade  through  High  School. 

10  to  40  players. 

Plan  of  Game.  All  of  the  apparatus  in  the  gym- 
nasium on  which  it  is  possible  to  hang,  is  brought 
out.  One  (or  two  if  there  are  large  numbers)  is 
chosen  to  be  It.  The  rest  are  to  be  chased,  and 
are  only  safe  when  hanging  on  some  piece  of 
apparatus.  Anyone  tagged  becomes  It,  and  the 
game  goes  on  indefinitely. 

Remarks.  This  is  an  excellent  game  to  use  with 
a  large  new  gymnasium  class  in  order  to  give  them 
exercise  and  to  familiarize  them  with  the  different 
kinds  of  apparatus.  The  tendency  will  be  for  the 
players  to  stay  too  long  on  one  piece  of  apparatus 
and  thus  slow  up  the  game,  so  it  is  often  necessary 
to  spur  them  on  to  change  apparatus  and  to  take 
risks. 

HINDU  TAG 

Gymnasium. 

3rd  Grade  through  High  School. 
0  to  40  players. 

Plan  of  Game.  One  player,  who  carries  a  news- 
paper which  is  folded  into  a  roll  to  be  used  as  a 
"beater,"  is  It.  The  other  players  are  scattered 


86     A  PRACTICAL  HANDBOOK  OF  GAMES 

about  the  gymnasium.  The  one  who  is  It  chases 
any  of  the  players,  who  try  to  avoid  being  tagged 
by  getting  down  on  their  knees  with  their  heads 
on  their  hands  as  though  worshiping.  If  the 
chaser  hits  anyone  before  the  position  is  assumed, 
the  latter  is  It,  and  changes  places  with  the 
original  chaser.  The  game  continues  indefinitely. 

HUMAN  HURDLE 
Gymnasium. 

7th  Grade  through  High  School. 
10  to  50  players. 

Plan  of  Game.     Players  are  divided  into  two 
teams,  who  lie  on  the  floor  in  two  circles,  faces 

down,  heads  toward 

4\        M  the  center,  feet  to- 

gether   and    out 
S*  straight   as   in  dia- 

gram.   Each  player 

=*•  .*=        is  given  a  number  as 

1,  2,  3,  etc.     On  the 

^  signal,  No.  1  jumps 

^  up  and  vaults  over 

/          \  every    successive 

HUMAN  HURDLE  player  in  turn,  and 

when  he  gets   back 

to  his  original  place  he  lies  down  again.  In  the 
meantime,  as  soon  as  No.  2  has  been  jumped  over 


A  PRACTICAL  HANDBOOK  OF  GAMES     87 

he  does  the  same  as  No.  1,  following  him  around  the 
circle  and  back  to  his  place.  Each  one  in  turn  does 
likewise  until  every  player  has  jumped  over  every 
other  player  and  has  returned  to  his  original  place. 
The  team  by  which  this  is  first  accomplished,  wins. 

JUGGLE  RELAY 

Gymnasium. 

8th  Grade  through  High  School. 

10  to  20  players. 

Plan  of  Game.    Two  teams  are  lined  up  as  in 

i 

the  simple  form  of  relay,  each  leader  toeing  the 
first  division  line  of  the  basket  ball  field  and  facing 
the  opposite  basket. 

On  the  signal,  the  leader  of  each  team  runs  with 
a  basket  ball  to  a  spot  where  a  rope  has  been 
stretched  across  the  gymnasium,  about  6  or  8 
feet  from  the  floor.  He  then  " juggles"  the  ball, 
throwing  it  over  this  rope,  and  running  under  and 
catching  it  on  the  other  side.  After  this  he 
runs  on  to  a  designated  goal  and  returns  with  the 
ball  to  the  next  player  in  line,  who  proceeds  as 
he  did.  The  race  continues  until  each  one  has  had  a 
turn,  the  team  which  finishes  first  being  the  winner. 

Variations. 

1.  Instead  of  having  the  runner  return  to  his 
own  side  with  the  ball,  have  him  throw  the 


ball  back  to  the  next  player,  using  the  overarm 

pass. 

2.  Have  the  runner  throw  the  ball  over  the 

rope  on  the 
return  trip  as 
well  as  on  the 
advance. 

R emarks  . 

This  game  is 
excellent  prac- 
tice for  the 
"  juggle"  in  bas- 
ket ball.  If  it  is 
difficult  to  get  a 
rope  to  stretch 
across  the  gym- 
nasium, a  volley 
ball  net  wound 

JUGGLE  RELAY  ,         ,  , 

closely,  a  boom, 

or  a  horizontal  ladder  will  do.  Caution  players 
not  to  throw  ball  too  far  in  front  of  them, 
but  high  enough. 


Goal                        Goal 

r 

V    ; 

(~** 

Rope 

T 

V 

t 

i 

\ 

V 

V 

To                           x 

0                                      X 

O                                      X 

O                                       X 

O                                       X 

Team  B                  Team  A 

A  PRACTICAL  HANDBOOK  OF  GAMES     89 
NINE  COURT  BASKET  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

18  to  36  players. 

Plan  of  Game.  A  regulation  basket  ball  court 
for  women  is  divided  into  nine  courts.  This  is 
done  by  drawing  two  straight  lines  lengthwise 
from  one  end  of  the  field  to  the  other,  thus  dividing 
the  width  of  the  field  into  three  equal  segments; 
the  other  cross  lines  on  the  field  bisect  these 
longitudinal  lines.  The  numbers  of  the  courts  are 
marked  in  each  one,  beginning  at  one  corner  and 
going  around  the  field,  in  sequence,  the  center 
court  being  No.  9. 

Players  are  divided  into  two  teams,  as  A  and  B. 
In  each  court  is  at  least  one  player  from  Team  A, 
those  near  the  one  basket  being  the  forwards, 
those  in  the  middle  courts  being  centers,  and  those 
in  the  courts  at  the  opposite  basket  being  guards. 
In  the  same  courts  there  stands  at  least  one 
opponent  for  each  position  from  Team  B,  the 
basket  for  this  team  being,  of  course,  the  one  at 
the  opposite  end  from  Team  A's  basket.  When 
there  are  more  than  eighteen  playing,  there  may 
be  two  or  more  from  one  team  in  the  same  court, 
with  an  equal  number  of  opponents. 


90     A  PRACTICAL  HANDBOOK  OF  GAMES 


The  game  is  started,  as  in  regular  "Basket 
Ball,"  by  having  two  opponents  in  the  center 
jump  for  the  ball  when  it  is  tossed  up  by  the 
referee.  The  ball  must  be  batted  and  not  caught, 

and  the  game 
then  proceeds, 
each  player 
trying  to  throw 
the  ball  toward 
his  own  basket. 
The  ball  may 
be  thrown  for 
the  basket 
from  any  one 
of  the  three 
courts  nearest 
it,  and  each 
time  it  goes  in, 
it  counts  two 
points.  All 
players  then 
advance  one 
court  in  reg- 
ular sequence,  and  the  ball  is  taken  back  to  the 
center  and  the  game  started  again  as  before. 
Players  must  not  step  out  of  their  courts  while 
playing.  Anyone  so  doing  makes  a  line  foul,  and 
the  other  side  is  given  an  unguarded  throw  as  in 
regular  basket  ball.  The  team  having  the  greater 


0 

Basket 

1 

2 

3 

0            X 

O           X 

O          X 

O           X 

0            X 

0          X 

8 

9 

4 

0           X 

0            X 

O          X 

7 

6 

5 

Basket 

O 

NINE  COURT  BASKET  BALL 


A  PRACTICAL  HANDBOOK  OF  GAMES     91 

number  of  points  at  the  end  of  the  playing  time, 
wins. 

All  rules  which  are  given  hi  Spa! ding's  "Basket 
Ball  Rules  for  Women"  apply  here.  It  is  a  book 
which  should  be  used  as  reference  hi  teaching 
"Nine  Court  Basket  Ball." 

Remarks.  The  chief  advantages  in  this  game 
are  that  it  makes  it  possible  for  many  to  play  at 
once,  and  that  it  gives  everyone  a  chance  to  play 
different  positions  hi  regular  rotation.  Before 
choosing  basket  ball  teams,  it  affords  the  coach 
excellent  opportunity  to  study  the  material,  and 
to  try  out  the  players  in  different  positions  and 
thus  see  for  which  ones  they  are  best  suited.  It 
is  also  not  too  strenuous  for  beginners,  as  there 
are  so  many  on  the  field  that  the  play  is  evenly 
distributed. 

PASS  AND  CATCH  RELAY 

Playground;  gymnasium. 

8th  Grade  through  High  School. 

20  to  60  players. 

Plan  of  Game.  Two  teams  are  lined  up  in 
couples,  about  6  feet  apart,  facing  down  the  field. 

On  the  signal,  the  first  two  players,  one  of 
whom  holds  a  basket  ball,  start  running  down  the 
field  passing  the  ball  between  them.  They  run  to  a 
designated  line,  return,  and  give  the  ball  to  the 


92     A  PRACTICAL  HANDBOOK  OF  GAMES 

next  two  players  in  their  team,  who  proceed  in  the 
same  manner,  and  so  on  through  the  whole  team. 

The  object  of  the  game  is  to  see  which  team 
can  finish  first  and  which  can  make  the  lesser 
number  of  fumbles  with  the  ball. 

The  team  which  finishes  first,  receives  one  point; 
the  team  which  makes  the  fewer  fumbles  receives 
one  point.  The  team  having  most  points  at  the 
end  of  a  playing  period  wins. 

Remarks.  Two  score  keepers  are  necessary  in 
order  to  watch  each  team  adequately.  This  game 
is  excellent  preliminary  practice  for  basket  ball, 
and  the  following  points  must  be  emphasized: 
1.  The  player  who  has  not  the  ball  must  run 
ahead  several  steps.  2.  As  the  ball  is  caught,  the 
catcher  must  leap  into  the  air  and  come  down 
firmly  on  two  feet  and  throw  the  ball  immediately 
while  standing.  3.  The  thrower  must  aim  the  ball 
somewhat  ahead  of  the  catcher  and  about  on  a 
line  with  the  waist.  4.  The  thrower  must  use  the 
"chest  pass."  5.  The  thrower  must  run  ahead 
as  soon  as  he  has  thrown  the  ball.  Before  intro- 
ducing the  competitive  element  in  this  relay,  it  is 
well  to  have  each  team  practice  the  passing  and 
catching  for  some  time,  in  order  to  become  fairly 
proficient  and  to  make  the  greatest  speed  possible 
for  the  race.  See  diagram  under  "Basket  Ball 
Relay  No.  2." 


A  PRACTICAL  HANDBOOK  OF  GAMES     93 

PASS  BALL 

Gymnasium. 

5th  Grade  through  High  School. 

10  to  50  players. 

Plan  of  Game.  Players  stand  in  a  circle,  with 
about  3  feet  between  the  players.  A  basket  ball, 
volley  ball,  or  bean  bag — depending  upon  the  age 
and  ability  of  the  players — is  passed  around  the 
circle  while  music  is  being  played.  Whenever  the 
music  stops,  the  one  who  holds  the  ball  is  "poi- 
soned" and  must  drop  out  of  the  game.  The 
object  of  the  game  is  to  see  who  can  stay  in  the 
longest. 

Remarks.  This  game  is  valuable  in  teaching 
quick  passing.  For  older  players,  two  balls  may 
be  used  to  speed  up  the  action.  If  no  music  is 
available,  the  leader  may  either  sing  or  clap  hands. 

PHILADELPHIA  BAT  BALL 

Playground;  gymnasium. 

7th  Grade  through  High  School. 

10  to  60  players. 

Plan  of  Game.  This  game  is  a  somewhat  ad- 
vanced form  of  "  German  Bat  Ball."  The  field  is 
divided  as  in  " German  Bat  Ball,"  but  there  are 
three  bases  instead  of  one,  and  each  is  in  the  same 


94     A  PRACTICAL  HANDBOOK  OF  GAMES 


(~)   Second  Base 


\ 


Team  A 


O  Third  Base 


First  Base 


relationship  to  the  other  in  position  as  first, 
second,  and  third  bases  are  in  baseball.  A  runner 
who  finds  himself  in  danger  of  being  hit  by  the 
ball  may  stop  on  any  of  these  bases,  whereupon 
the  ball  is  immediately  thrown  back  toward  the 

home  base  from 
which  it  was  bat- 
ted, and  across 
the  15-foot  line. 
As  soon  as  it  has 
crossed  the  15-foot 
line,  the  runner 
may  not  advance 
until  another 
player  bats.  If 
he  starts  before 
the  ball  has  been 
batted,  the  um- 
pire must  send 
him  back.  The 
same  rules  as 
in  baseball  apply  to  a  baserunner  after  a  caught 
fly.  A  baserunner  must  not  run  more  than 
3  feet  outside  of  the  base  line.  All  other  rules 
which  are  followed  in  "German  Bat  Ball,"  apply 
here. 

Remarks.     This  game  affords  good  preliminary 
practice  for  baseball,  as  it  embodies  many  of  the 


16ft.  Line 


Home  Base    (3 
Team  B      Players  awaiting  Turn  at  Bat 


PHILADELPHIA  BAT  BALL 


rules  of  the  game,   while  eliminating  the  more 
difficult  element  of  batting  and  catching. 

Players  in  the  field  will  have  to  be  constantly 
reminded  to  throw  the  ball  back  toward  the  home 
base  whenever  a  runner  touches  a  base,  because 
until  this  is  done,  the  runner  has  the  privilege  of 
advancing  to  another  base  and  a  fast  runner  and 
quick  dodger  can  often  make  a  home  run  in  this  way. 

PIG  IN  A  HOLE 

Playground;  gymnasium. 

4th  Grade  through  High  School. 

10  to  20  players. 

Plan  of  Game.  If  played  out  of  doors,  a  hole 
is  dug  in  the  ground,  large  enough  to  hold  a  basket 
ball,  and  around  this  in  the  form  of  a  circle  about 
10  feet  in  diameter  are  made  small  holes.  The 
number  of  holes  in  the  circle  depends  on  the  num- 
ber of  players,  but  there  should  always  be  one 
less  hole  than  there  are  players.  In  the  gymnasium 
small  chalk  circles  are  drawn  on  the  floor  to 
correspond  to  the  holes.  Each  player  is  provided 
with  a  stick  about  3  feet  long;  wands  are  very 
suitable  in  the  gymnasium. 

All  the  players  stand  around  the  central  hole 
with  their  sticks  under  the  basket  ball  or  "pig" 
which  is  in  the  hole,  and  count  to  three.  As  the 
word  "three ".is  pronounced  all  raise  their  sticks 


96     A  PRACTICAL  HANDBOOK  OF  GAMES 

in  the  air,  thus  dislodging  the  ball,  and  each 
player  runs  to  put  the  end  of  his  stick  into  one 
of  the  small  holes.  As  there  is  one  less  hole  than 

there  are  play- 
ers, one  player 
will  be  left  out, 
and  he  must 
try  to  hit  the 
basket  ball  into 
the  central  hole 
and,  at  the 
same  time,  try 
to  get  his  stick 
into  one  of  the 
small  holes. 
The  other  play- 
ers keep  hitting 
the  ball  out  of  his  reach,  meanwhile  guard- 
ing the  small  holes.  If  he  gets  his  stick  into 
a  small  hole,  he  is  no  longer  the  odd  one,  but 
another  who  can  get  no  hole  becomes  the 
attacker  and  the  game  continues  until  some  one 
gets  the  "pig"  into  the  hole.  As  soon  as  a  player 
succeeds  in  getting  the  "pig"  into  the  hole,  the 
game  ends,  and  may  be  played  again  and  again, 
as  long  as  it  remains  interesting. 

Remarks.     The  ball  may  not  be  kicked;  it  may 
only  be  hit  with  the  sticks  or  wands.     It  is  not 


PIG  IN  A  HOLE 


A  PRACTICAL  HANDBOOK  OF  GAMES     97 

necessary  for  each  player  to  keep  the  same  hole 
all  the  time,  so  in  order  to  make  the  game  more 
exciting  and  to  keep  everyone  on  the  alert,  coach 
players  to  run  out  from  the  circle  and  hit  the 
ball  away,  and  also  to  take  each  others'  holes. 


PIN  BALL 

Gymnasium. 

7th  Grade  through  High  School. 

12  to  14  players. 

Plan  of  Game.  This  game  is  played  just  like 
basket  ball  for  women,  according  to  the  rules 
in  Spalding's  official  rule  book,  except  that, 
instead  of  the  ball's  being  thrown  into  the  basket, 
it  is  thrown  at  an  Indian  club  or  wooden  pin 
which  stands  on  the  floor  just  under  the  spot 
where  the  basket  would  naturally  be.  Every  time 
that  the  club  is  knocked  over  from  a  field  throw 
it  counts  two,  and  when  from  a  free  throw,  it 
counts  one.  A  circle  about  3  feet  in  diameter  is 
drawn  around  the  club,  inside  of  which  no  player 
may  step.  If  he  does,  it  is  a  foul  and  a  free  throw 
is  awarded  the  other  side. 

Remarks.  This  game  is  excellent  for  use  in 
the  upper  grades,  as  children  of  that  age  are 
almost  always  eager  to  play  basket  ball,  although 
they  are  really  not  large  enough,  on  the  average, 


98     A  PRACTICAL  HANDBOOK  OF  GAMES 

to  be  good  basket  throwers  or  guards.  It  also 
tends  to  make  basket  ball  more  feasible  for 
such  young  children,  and  it  gives  them  an  oppor- 
tunity to  learn  the  rules  of  the  game  before  they 
play  it  in  the  high  school.  This  game  may  be 
substituted  for  basket  ball  when  for  any  reason 
the  goals  are  out  of  order,  or  when  it  is  desirable 
to  play  out  of  doors  where  there  are  no  goals. 

ROUND  BALL 

Playground;  gymnasium. 

5th  Grade  through  High  School. 

10  to  40  players. 

Plan  of  Game.  Players  stand  in  a  double  circle 
with  a  wide  space  between  players,  and  are  num- 
bered off  by  two's.  All  the  Nos.  1  are  one  team, 
the  Nos.  2,  another.  Two  basket  balls  are  started 
around  the  circle,  one  by  a  No.  1  player,  the  other 
by  a  No.  2  player,  and  are  passed  in  turn  to  each 
player  on  each  team.  Each  time  that  the  ball 
gets  back  to  the  one  who  started  it,  he  calls  out 
the  number  of  revolutions  that  it  has  made.  The 
team  that  first  makes  five  revolutions,  wins. 

Remarks.  This  game  is  excellent  preliminary 
practice  for  basket  ball,  and  may  be  varied  by 
requiring  different  methods  of  passing  the  ball. 


A  PRACTICAL  HANDBOOK  OF  GAMES     99 


Sometimes  to  avoid  confusion  with  young  players 
it  is  better  to  have  separate  circles  competing. 

SHUTTLE  RELAY 
(More  Difficult) 

Playground;  gymnasium;  schoolroom. 
Grades  5  throughS. 
20  to  100  players. 


No.  7 


No.  5 


No.  3 


No.  1 


\  x' 


No.  4     '     * 


No.  6 


No.  8 


No.  7 


o  A 


No.  5 


No.  2 


So/ 


Plan  of  Game. 
Players  are  di- 
vided into  two 
teams,  A  and  B. 
Each  team  is  di- 
vided into  two 
files  of  equal  num- 
bers, which  line 
up,  facing  each 
other,  on  opposite 
sides  of  the  run- 
ning space,  in  the 
same  formation  as 
in  the  simple 
relay.  Players 
may  be  numbered 
hi  the  order  in 
which  they  run, 

as  shown  in  diagram.     On   the  signal,  the  first 
player  (No.  1)  of  each  team  on  the  one  side  of  the 


No.  4 


I 

Y 
I 

I 

I 

No.  6  ) 
I 
I 
Y 

No.  8     I 


100    A  PRACTICAL  HANDBOOK  OF  GAMES 

playground  runs  across  to  the  line  facing  him 
(the  other  half  of  his  team),  tags  the  outstretched 
hand  of  the  first  player  (No.  2),  and  then  goes  to 
the  end  of  that  line.  The  player  thus  tagged 
runs  across  to  the  file  facing  him,  from  which  No.  1 
came,  and  tags,  in  the  same  way,  the  second 
player  (No.  3)  there,  who  has  stepped  up  to  the 
starting  line  and  become  the  first  in  the  file.  The 
game  then  continues  in  this  manner  until  the 
members  of  the  opposite  files  have  all  exchanged 
places.  The  team  which  first  accomplishes  this,  wins. 

VOLLEY  BALL 

(Simple  Form) 
Playground;  gymnasium. 
7th  Grade  through  High  School. 
10  to  50  players. 

Plan  of  Game.  The  playing  space  is  about 
50  x  25  feet,  or  smaller,  according  to  the  size  of 
teams  playing.  A  net  is  drawn  across  the  center, 
the  top  of  which  is  about  1  foot  above  the  heads  of 
the  average  sized  players.  The  players  are  divided 
into  two  teams  of  equal  numbers,  which  are 
scattered  over  the  two  sides  or  courts  of  the 
playing  space.  A  base  is  marked  off  at  the  back 
of  each  court,  and  each  player  serves  from  this 
base.  The  game  begins  by  having  a  player  from 
the  team  that  wins  the  toss  up  stand  on  his  base 
and  serve  the  ball,  which  is  done  by  tossing  it  up 


A  PRACTICAL  HANDBOOK  OF  GAMES    101 

a  little  from  the  left  hand  and  batting  it  with  the 
heel  of  the  right  hand,  so  that  it  goes  over  the 
net  into  the  opponents'  court.  Should  he  fail  to 
bat  the  ball  far  enough  to  go  over  the  net,  his 
teammates  may  help  it  along,  using  either  one 
hand  or  two,  and  always  batting  upwards.  If  it 
then  goes  over,  the  other  team  tries  to  return  it 
in  the  same  manner,  and  so  it  continues  until  one 
team  fails  to  return  it.  For  beginners  it  is  well  to 
allow  the  ball  to  bounce  once  on  the  floor  on  the 
return  (not  the  serve),  as  it  makes  the  action  more 
continuous.  Any  number  of  players  may  bat  the 
ball  in  succession  in  order  to  assist  it  over  the  net. 
Should  the  server  fail  to  get  the  ball  over  the  net 
on  the  first  trial,  he  is  given  a  second  trial.  Should 
he  then  fail,  the  ball  goes  to  the  opposite  side  for 
the  serve.  Each  player  serves  in  turn,  so  it  is  well 
to  have  them  numbered  off  before  the  game  starts 
to  avoid  delay. 

The  serving  side  only  scores,  one  point  being 
gained  every  time  the  opponents  fail  to  return  the 
ball.  When  the  serving  side  fails  to  return  the 
ball,  the  serve  simply  changes,  and  no  score  is 
made.  Every  foul  counts  one  point.  The  side  that 
first  gains  21  points,  wins. 

Fouls. 

1 .  It  is  a  foul  to  catch  the  ball. 

2.  It  is  a  foul  to  throw  the  ball. 


102   A  PRACTICAL  HANDBOOK  OF  GAMES 

3.  It  is  a  foul  to  send  the  ball  out  of  bounds. 
When  the  receiving  team  does  this,  it  counts  one 
for  the  serving  team;  when  the  serving  team  does 
it,  the  serve  changes. 

4.  It  is  a  foul  if  the  ball  or  a  player  touches  the 
net. 

Remarks.  It  has  been  found  that  it  slows  up  the 
game  very  much  with  beginners,  if  every  time  the 
ball  or  a  player  touches  the  net  it  is  counted  as  a 
foul,  so  it  is  suggested  that  this  point  be  eliminated 
until  the  children  become  more  expert.  With 
advanced  players,  do  not  permit  any  one  player  to 
bat  the  ball  more  than  two  times  in  succession. 


SOCCER  FOOTBALL 

Playground. 

8th  Grade  through  High  School. 

22  players. 

Plan  of  Game. 

Field.  50  x  100  yards  or  40  x  80 — according  to 
the  age  and  experience  of  the  players.  A  line  is 
drawn  across  the  center,  dividing  the  field  into 
halves.  Side  boundary  lines  are  called  the  touch 
lines,  and  lines  at  either  end  are  goal  lines.  In  the 
middle  of  the  center  or  "halfway  line"  is  marked 
off  a  circle,  10  yards  in  radius. 


A  PRACTICAL  HANDBOOK  OF  GAMES    103 

Goals.    At  either  end  of  the  field,  two  posts, 
8  yards  apart,  with  a  cross  bar  8  feet  above  the 


16  yds. 

I?-1 — >    Goal  Line    Corner 


<<  =- 

&f 

1    = 


-12-ydsr-> 


Goal 
Goal  Area 


-12-ydsr-» 


Penalty  Area 


-44-yds- 


'H'O 


o  o 


'H'O        'H'T 


•0  "TI        'TO 


O.L.        I.L.  C.  I.R.        O.R. 


L.H.        C.H.        R.H. 


L.F.          R.F. 


Penalty  Kick 


SOCCER  FOOTBALL 


104   A  PRACTICAL  HANDBOOK  OF  GAMES 

ground,  are  placed  in  the  middle  of  the  end  or 
"goal"  line.  Lines  6  yards  long  are  drawn  6 
yards  out  from  each  goal  post  at  right  angles  to 
the  goal  line  and  connected  by  a  line  parallel  with 
the  goal  line.  This  space  is  the  goal  area. 

Outside  the  goal  area  is  the  penalty  area,  a 
space  18  yards  out  from  the  goal  lines  and  44 
yards  long.  When  a  foul  is  made  within  this  area 
by  the  defenders,  a  penalty  kick  is  given  the 
attackers.  This  is  taken  from  a  point  12  yards 
from  the  goal,  and  there  can  be  no  player  but  the 
goal  keeper  between  the  kicker  and  the  goal. 
The  goal,  if  made,  counts  one  point. 

Teams.  Eleven  players  constitute  a  team, 
named  as  follows:  center;  inside  right;  outside 
right;  inside  left;  outside  left;  left,  right,  and  center 
halfback;  right  and  left  fullback;  goal  keeper. 

Points  of  Play.  The  game  begins  with  a  kick  off 
by  the  center  of  the  team  winning  the  toss-up,  in 
the  direction  of  the  opponents'  goal.  The  ball  is 
in  the  middle  of  the  circle  on  the  center  line  and 
the  players  are  arranged  as  in  the  diagram,  the 
center  being  outside  the  kick-off  circle  behind 
the  ball.  All  players  but  the  fullbacks  run  for- 
ward with  the  center  as  he  kicks,  and  the  oppo- 
nents try  to  block  the  kick.  No  opponent  may 
stand  within  6  yards  of  the  ball  until  it  has  been 
kicked  off.  Should  this  rule  not  be  followed,  the 


A  PRACTICAL  HANDBOOK  OF  GAMES    105 

kick  off  is  taken  again.  The  ball  is  then  kicked 
back  and  forth  until  one  side  makes  a  goal.  After 
a  goal  is  made  the  losing  side  kicks  off. 

Playing  Time  is  divided  into  halves,  of  fifteen 
minutes  or  more,  according  to  the  age  of  the 
players.  At  the  beginning  of  the  second  half,  the 
kick  off  is  taken  by  the  opposite  side  to  the  one 
that  kicked  off  in  the  first  half. 

Score.  Every  time  the  ball  is  kicked  between 
the  goal  posts  from  outside  the  penalty  area  by 
any  player  of  the  attacking  side,  it  scores  two 
points.  When  kicked  from  within  penalty  area, 
it  scores  one  point. 

Rules.  1.  When  the  ball  is  sent  behind  the  end 
boundary  line  by  an  attacker,  a  member  of  the 
defending  team  may  drop  kick  it  back,  as  nearly  as 
possible  from  the  point  where  it  went  out.  If  a 
member  of  the  defending  team  sends  it  over  the 
end  line,  an  attacker  may  kick  it  back  from  a 
point  1  yard  from  the  nearer  corner.  No  opponent 
is  allowed  within  6  yards  of  the  ball.  This  latter 
kick  is  called  a  corner  kick. 

2.  When  the  ball  is  sent  over  a  side  line,  it  is 
thrown  back  into  the  field  of  play  by  an  opponent, 
at  the  place  where  it  crossed  the  line.  The  ball 
is  held  in  both  hands  and  thrown  over  the  head. 
The  thrower  may  not  touch  the  ball  again  until 
someone  else  has  played  on  it.  No  goal  may  be 


106   A  PRACTICAL  HANDBOOK  OF  GAMES 

scored  from  a  throw  in.    The  ball  is  said  to  be 
"in  touch"  when  it  goes  over  the  line. 

3.  Players  may  not  touch  the  ball  with  their 
hands,   but  must  use  the  feet,   the   chest,   the 
shoulders,  and  the  head  in  order  to  stop  or  to 
advance  the  ball.     Failure  to  follow  this  rule 
results  in  a  free  kick  for  the  opponents. 

4.  A  free  kick  is  a  kick  at  the  ball  without  any 
interference.    No  player  may  stand  within  6  yards 
of  the  ball.    The  kicker  may  not  touch  the  ball 
again  until  it  has  been  played  on  by  another 
player.    A  free  kick  is  awarded  to  the  opponents 
when  a  player  touches  the  ball  with  his  hands, 
holds,  pushes,  trips,  or  jumps  at  an  opponent.    It 
is  taken  on  the  spot  where  the  foul  occurred. 

5.  The  goal  keeper  may  use  his  hands  in  stop- 
ping the  ball,  but  he  may  not  carry  the  ball. 

Remarks.  In  coaching  beginners,  teach  them 
first  how  to  kick  the  ball  in  various  directions  with 
both  the  right  and  left  foot,  and  then  how  to 
dribble  the  ball  with  either  foot.  Next  have  them 
practice  passing  it  to  each  other  with  their  feet, 
as  they  advance  down  the  field.  They  must  then 
try  stopping  the  ball  when  it  is  in  front  of  them 
and  they  are  running  after  it;  this  is  done  by 
running  beyond  it,  and  kicking  it  backwards  with 
the  sole  of  the  foot.  This  play  is  often  used  to 
keep  the  ball  from  going  out  of  bounds.  To  stop 


A  PRACTICAL  HANDBOOK  OF  GAMES    107 

a  ball  coming  toward  a  player,  when  it  is  on  the 
ground,  the  player  brings  his  heels  together  with 
his  toes  pointed  out  in  a  wide  triangle,  and  catches 
it  between  them.  To  stop  a  ball  in  the  air,  he 
must  present  his  head,  shoulder,  or  chest  as 
resisting  surface,  and  let  the  ball  rebound  there- 
from. 

When  the  players  are  lined  up  in  their  positions, 
have  them  practice  advancing  down  the  field,  keep- 
ing their  relative  positions  all  the  way,  in  order  to 
avoid  bunching  or  crossing  over.  Emphasize  the 
fact  that  the  halfbacks  must  stay  behind  the  for- 
wards and  back  them  up. 


CLASSIFIED  INDEX 

A.    GAMES  CLASSIFIED  ACCORDING  TO  AGE  OF  PLAYER 

1.  GAMES  FOR  VERY  LITTLE  CHILDREN  PA(3B 

Animal  Chase 1 

Automobile  Race 2 

Bag  Pile 15 

Bull  in  the  Ring 22" 

Call  Ball 23 

Cat  and  Rat     : 3 

Club  Snatch 29 

Flowers  and  the  Wind 4 

Midnight 6 

Pom-Pom  Pullaway 7 

Railroad  Train 9 

Red  Light 50 

Skip  Away 10 

Squirrels  in  Trees 11 

Teacher  and  Class 12 

Trades    .   .  _ 57 

Whip  Tag      ^  ....  63 

2.  GAMES  FOR  CHILDREN  FROM  THIRD  GRADE  THROUGH 

SIXTH 

All  Up  Relay 13 

Animal  Chase  (through  Fourth  only) 1 

Automobile  Race 2 

Bag  Pile 15 

Ball  Stand 16 

Basket  Ball  Relay  No.  1  (above  Third) 64 

Bombardment  (above  Third) 20 

Boston 69 

Boundary  Ball  (above  Sixth) 69 

109 


110    A  PRACTICAL  HANDBOOK  OF  GAMES 


Bull  in  the  Ring  ................  22 

Call  Ball    ...................  23 

Cat  and  Rat     .................     3 

Catch  the  Cane  (above  Fourth)    .........  24 

Center  Base  ............   ^x  .....  26 

Club  Chase   ............    ......  27 

Club  Snatch      .................  29 

Corner  Spry  (above  Fourth)      ..........  31 

Dodge  Ball  (Simple)    ..............  32 

Dodge  Ball  (Progressive)  (above  Third)      .....  33 

Every  Man  in  His  Own  Den     ..........  35 

Figure  Eight  Relay  (above  Fourth)     .......  81 

Flowers  and  the  Wind    .............     4 

German  Bat  Ball  (above  Fourth)     ........  36 

Hindu  Tag    ..................  85 

Indian  Club  Race  (above  Third)  .........  39 

Jumb  Rope  Relay  (above  Fourth)    ........  40 

Jump  the  Shot  (above  Third)    ..........  42 

Last  Couple  Out  ...........    .....  43 

Maze  Tag      ..................  44 

Midnight  (through  Fourth  only)  .........     6 

Over  and  Under  Relay  (above  Fourth)    ......  45 

Overtake  Relay  (above  Fourth)    .........  46 

Pass  Ball  (pbove  Fourth)    ............  93 

Pig  in  a  Hole  (above  Third)  ...........  95 

Poison  Snake    .................   47 

Pom-Pom  Pullaway     ..............     7 

Push  Ball  Relay  ................  48 

Push  Club  Relay     ...............  49 

Red  Light     ...............   ...  50 

Relay  Race  (Simplest)    .............  51 

Rescue  Relay  .................  52 

Round  Ball  (above  Fourth)   .    .    .........  98 

Shuttle  Relay  (above  Fourth)   .    .    ........  99 

Skip  Away    ..................  10 

Squirrels  in  Trees  (through  Third  only)    .....   13 

Stealing  Sticks  (above  Third)    ..........  53 


CLASSIFIED  INDEX  111 

PAGE 

Straight  Line 56 

Teacher  and  Class 12 

Three  Deep,  Varieties  of  (all  types)  (above  Third)  59-62 

Trades 57 

Up  and  Down  Relay 62 

Whip  Tag      63 

3.  GAMES  FROM  SEVENTH  GRADE  THROUGH  HIGH  SCHOOL 

All  Up  Relay 13 

Ball  Stand  (through  Eighth  only) 16 

BaseT)odge  Ball 19 

Basket  Ball  Relay  No.  1 64 

Basket  Ball  Relay  No.  2 65 

Basket  Ball  Relay  No.  3  (above  Seventh)       ....  66 
Basket  Ball  Shuttle  Relay  (above  Seventh)    ....  67 

Bombardment 20 

Boston 69 

Boundary  Ball      69 

Bronco  Tag 71 

Call  Ball  (through  Eighth  only) 23 

Captain  Ball  (Simplest  Form) 72 

Catch  Ball 74 

Catch  the  Cane  (through  Eighth  only) 24 

Center  Base 26 

Center  Catch  Ball 25 

Club  Chase  (through  Eighth  only) 27 

Club  Snatch      29 

Corner  Ball 76 

Corner  Kick  Ball 78 

Corner  Spry      31 

Dodge  Ball  (Simple) 32 

Dodge  Ball  (Progressive) 33 

Drive  Ball 79 

Every  Man  in  His  Own  Den 35 

Figure  Eight  Relay  (through  Eighth  only)     ....  81 

Floor  Ball      82 

German  Bat  Ball 36 

Hang  Tag      85 


112     A  PRACTICAL  HANDBOOK  OF  GAMES 

PAGE 

Hindu  Tag 85 

Human  Hurdle 86 

Indian  Club  Race 39 

Juggle  Relay  (above  Seventh) 87 

Jump  Rope  Relay 40 

Jump  the  Shot 42 

Last  Couple  Out  (through  Eighth  only)      43 

Maze  Tag      44 

Nine  Court  Basket  Ball      89 

Over  and  Under  Relay 45 

Overtake  Relay 46 

Pass  and  Catch  Relay  (above  Seventh) 91 

Pass  Bail 93 

Philadelphia  Bat  Ball 93 

Pig  in  a  Hole 95 

Pin  Ball 97 

Poison  Snake  (through  Eighth  only) 47 

Pom-Pom  Pullaway  (through  Eighth  only)    ....     7 

Push  Ball  Relay 48 

Push  Club  Relay 49 

Relay  Race  (Simplest) 51 

Rescue  Relay 52 

Round  Ball 98 

Shuttle  Relay 99 

Soccer  Football  (above  Seventh) 102 

Square  Ball 17 

Stealing  Sticks      53 

Straight  Line 56 

;  Three  Deep,  Varieties  of 69-62 

.  Up  and  Down  Relay  (through  Eighth  only)  ....  62 
Volley  Ball 100 

B.      GAMES  CLASSIFIED  ACCORDING  TO  TYPE 

1.  GAMES  PREPARATORY  FOR  BASKET  BALL 

Basket  Ball  Relay  No.  1 64 

I        Basket  Ball  Relay  No.  2 65 

Basket  Ball  Relay  No.  3 66 


CLASSIFIED  INDEX  113 


Basket  Ball  Shuttle  Relay 67 

Boundary  Ball      69 

Captain  Ball 72 

Catch  Ball 74 

Center  Catch  Ball 25 

Corner  Spry      31 

Drive  Ball 79 

Juggle  Relay 87 

Nine  Court  Basket  Ball     89 

Pass  and  Catch  Relay 91 

Pass  Ball 93 

Pin  Ball 97 

Round  Ball 98 

Square  Ball 17 

2.  INDIAN  CLUB  GAMES 

All  Up  Relay 13 

Bombardment 20 

Club  Chase 27 

Club  Snatch      29 

Figure  Eight  Relay 81 

Poison  Snake 47 

Push  Club  Relay 49 

Up  and  Down  Relay 62 

3.  RELAY  RACES 

.All  Up  Relay    .    . .  13 

.  Automobile  Race 2 

-K  Basket  Ball  Relay  No.  1 64 

i  Basket  Ball  Relay  No.  2 65 

<  Basket  Ball  Relay  No.  3 66 

,  Basket  Ball  Shuttle  Relay 67 

•  Figure  Eight  Relay 81 

'  Indian  Club  Race 39 

•  Juggle  Relay 87 

•  Jump  Rope  Relay 40 

•  Over  and  Under  Relay 45 

•  Overtake  Relay 46 

.   Pass  and  Catch  Relay 91 


114    A  PRACTICAL  HANDBOOK  OF  GAMES 

PAGE 

1  Push  Ball  Relay 48 

-  Push  Club  Relay     49 

•  Rescue  Relay 52 

Shuttle  Relay 99 

-   Up  and  Down  Relay 62 

4.  BALL  GAMES 

Ball  Stand 16 

Base  Dodge  Ball 19 

Basket  Ball  Relay  No.  1 64 

Basket  Ball  Relay  No.  2 65 

Basket  Ball  Relay  No.  3 66 

Basket  Ball  Shuttle  Relay 67 

Boundary  Ball      69 

Call  Ball 23 

Captain  Ball 72 

Catch  Ball 74 

Center  Base 26 

Center  Catch  Ball 25 

Corner  Ball 76 

Corner  Kick  Ball 78 

Corner  Spry 31 

Dodge  Ball  (Simple) 32 

Dodge  Ball  (Progressive) 33 

Drive  Ball 79 

Floor  Ball      82 

German  Bat  Ball 36 

Juggle  Relay 87 

Nine  Court  Basket  Ball      89 

Over  and  Under  Relay 45 

Pass  and  Cateh  Relay 91 

Pass  Ball 93 

Philadelphia  Bat  Ball 93 

Pin  Ball 97 

Round  Ball 98 

Soccer  Football 102 

Square  Ball 17 

Volley  Ball 100 


CLASSIFIED  INDEX  115 

PAGE 

5.  GAMES  REQUIRING  No  APPARATUS 

Animal  Chase 1 

Automobile  Race 2 

Boston 69 

Bronco  Tag 71 

Bull  in  the  Ring 22 

Cat  and  Rat 3 

Every  Man  in  His  Own  Den 35 

Flowers  and  the  Wind 4 

Hindu  Tag 85 » 

Human  Hurdle ._JJ6  • 

Last  Couple  Out .43 

Maze  Tag     44 

Midnight 6 

Overtake  Relay 46 

Pom-Pom  Pullaway 7 

Railroad  Train 9 

Red  Light 50 

Relay  Races      2,  46,  51,  52,  99  ' 

Skip  Away ( 10 

Squirrels  in  Trees 13 

Straight  Line 56 

Three  Deep,  Varieties  of 59-62 

Trades 57 

6.  GAMES  ESPECIALLY  GOOD  FOR  BOYS 

Animal  Chase 1 

Automobile  Race 2 

Ball  Stand   ' 16 

Base  Dodge  Ball 19 

Bombardment 20 

Bronco  Tag 71 

Bull  in  the  Ring 22 

Corner  Kick  Ball 78 

Drive  Ball 79 

Human  Hurdle 86 

Pig  in  a  Hole 95 

Poison  Snake 47 


116    A  PRACTICAL  HANDBOOK  OF  GAMES 

PAG! 

Pom-Pom  Pullaway 7 

Soccer  Football 102 

Stealing  Sticks      53 

Three  Deep  (2,  5,  and  6) 60,  61,  62 

Volley  Ball 100 

Whip  Tag     63 

7.  TAG  GAMES 

Bronco  Tag 71 

Hang  Tag 85 

Hindu  Tag , 85 

Maze  Tag 44 

Overtake  Relay 46 

Whip  Tag 63 


ALPHABETICAL  INDEX 

All  Up  Relay ,    .  13 

Animal  Chase 1 

Automobile  Race 2 

Ball  Stand      16 

Base  Dodge  Ball       19 

Basket  Ball  Relay,  No.  1 64 

Basket  Ball  Relay,  No.  2 65 

Basket  Ball  Relay,  No.  3 66 

Basket  Ball  Shuttle  Relay 67 

Bombardment 20 

Boston 69 

Boundary  Ball 69 

Bronco  Tag 71 

Bull  in  the  Ring 22 

Call  Ball 23 

Captain  Ball 72 

Cat  and  Rat 3 

Catch  Ball      74 

Catch  the  Cane 24 

Center  Base 26 

Center  Catch  Ball 25 

Club  Chase 27 

Club  Snatch 29 

Corner  Ball 76 

Corner  Kick  Ball 78 

117 


118   A  PRACTICAL  HANDBOOK  OF  GAMES 

Corner  Spry 31 

Dodge  Ball  (Simple) 32 

Dodge  Ball/ (Progressive) 33 

Drive  Ball 79 

Every  Man  in  His  Own  Den 35 

Figure  Eight  Relay 81 

Floor  Ball 82 

Flowers  and  the  Wind 4 

German  Bat  Ball 36 

Hang  Tag 85 

Hindu  Tag 85 

Human  Hurdle      86 

Indian  Club  Race 39 

Juggle  Relay      87 

Jump  Rope  Relay 40 

Jump  the  Shot 42 

Last  Couple  Out 43 

Maze  Tag  .    . 44 

Midnight 6 

Nine  Court  Basket  Ball 89 

Over  and  Under  Relay 45 

Overtake  Relay 46 

Pass  and  Catch  Relay      91 

Pass  Ball 93 

Philadelphia  Bat  Ball 93 

Pig  in  a  Hole J 95 

Pin  Ball 97 

Poison  Snake 47 

Pom-Pom  Pullaway     7 

Push  Ball  Relay 48 

Push  Club  Relay 49 


ALPHABETICAL  INDEX  119 

Railroad  Train 9 

Red  Light 50 

Relay  Race  (Simplest) 51 

Rescue  Relay 52 

Round  Ball 98 

Shuttle  Relay 99 

Skip  Away 10 

Soccer  Football 102 

Square  Ball 17 

Squirrels  in  Trees      11 

Stealing  Sticks 53 

Straight  Line 56 

Teacher  and  Class ...12 

Three  Deep,  Varieties  of 59-62 

Trades 57 

Up  and  Down  Relay 62 

Varieties  of  Three  Deep 59-62 

Volley  Ball 100 

Whip  Tag 63 


504 


UNIVERSITY  OF  CALIFORNIA  LIBRARY 

Los  Angeles 
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